Alright, this is an attempt to get back into Lizardmen with a list that I enjoy playing and which is quite strong.
Over in my much-neglected battle report thread, I posted a fairly different Lizardman list (http://www.lustria-online.com/viewtopic.php?f=20&t=10566#p96328). It was some fun to play with, which was the ultimate goal, but also quite frustrating in that the toys I brought didn't always play out. It was also quite static - a lot of the time I still found myself castled up somewhere, waiting for my opponent to come to me, and then reacting to them rather than dictating the flow of the game.
Now, my other army is Dark Elves. That book is amazingly fun to play, and I've been using a very dynamic MSU list. This ticks all my boxes for board control and movement; so much so that I've come back to Lizardmen and essentially rebuilt my list from the ground up. I'm not so interested in utilising the MSU aspect, but I certainly want it to be fast, mobile and heavy hitting. To that end, I'm jumping back on the Cowboy bandwagon. As much as I've tried to avoid it, Lizardmen really do need these guys to do all the heavy lifting.
Slann Mage-Priest with Wandering Deliberations, Ironcurse Icon and Dispel Scroll. General.
Saurus Oldblood with Arabyan Carpet, Enchanted Shield, Dawn Stone, Sword of Might.
Skink Priest with Sivejir's Hex Scroll. Heavens, level 1.
Saurus Scar-Veteran with Battle Standard, Cold One, Armour of Destiny, Great Weapon.
Saurus Scar-Veteran with Cold One, Great Weapon, Stegadon Helm, Luckstone, Potion of Foolhardiness.
32 Skink Cohort + 4 Kroxigor with Javelins, Shields, Full Command.
10 Skink Skirmishers with Javelins and Shields.
10 Skink Skirmishers with Javelins and Shields.
10 Skink Cohort with Javelins and Shields.
10 Skink Cohort with Javelins and Shields.
22 Temple Guard with Full Command, Banner of Swiftness.
3 Ripperdactyl Riders.
3 Ripperdactyl Riders.
6 Cold One Riders with Full Command.
Total: 2496
So, in this list even the Temple Guard - the slowest unit - are still M5. The idea is that I pick one or two weak points in the opponent's line and rush it in 2-3 waves: the first made up of the fliers - Oldblood + Ripperdactyls. The Flyblood has been amazing in running into hard stuff and tearing it up (140 points for his statline is an absolute bargain), and I've found the Ripperdactyls to be surprisingly effective. Even if they lose one model - or two models - before attacking, they usually swing back with so much damage to tie the combat due to the sheer number of attacks per model. Just add some Miasma in there to get them hitting first. Two units of them should be doubly effective.
The second wave then consists of Scar-Veterans and Skink-Kroxigor, and a final wave with the Temple Guard (if they aren't keeping up with the second). Meanwhile the chaff keep the enemy off me as I rush across the table. The idea is that the list is so fast moving that it'll catch opponents off balance who are more used to a ponderous Lizardman approach; and where they aren't its got the movement needed to maintain board control.
And, yes - some of you may have noticed that I have both Cold One Riders and Skink-Kroxigor in the list, despite all the negative comments I've had about both those units. Well, the former is to fit into a neat 210 point gap in the list and provide a delivery system for the Scar-Vets (its also able to keep pace with the Skink-Kroxigor and give me an additional point of Fortitude); and the latter is to get some more S7 into the list. They are nowhere near as good as previous edition, but my experience with small units of solo Kroxigor has been disappointing to say the least. They really need the additional CR from the Skinks to stick around. If both these units work out I'll gladly eat my hat!
Over in my much-neglected battle report thread, I posted a fairly different Lizardman list (http://www.lustria-online.com/viewtopic.php?f=20&t=10566#p96328). It was some fun to play with, which was the ultimate goal, but also quite frustrating in that the toys I brought didn't always play out. It was also quite static - a lot of the time I still found myself castled up somewhere, waiting for my opponent to come to me, and then reacting to them rather than dictating the flow of the game.
Now, my other army is Dark Elves. That book is amazingly fun to play, and I've been using a very dynamic MSU list. This ticks all my boxes for board control and movement; so much so that I've come back to Lizardmen and essentially rebuilt my list from the ground up. I'm not so interested in utilising the MSU aspect, but I certainly want it to be fast, mobile and heavy hitting. To that end, I'm jumping back on the Cowboy bandwagon. As much as I've tried to avoid it, Lizardmen really do need these guys to do all the heavy lifting.
Slann Mage-Priest with Wandering Deliberations, Ironcurse Icon and Dispel Scroll. General.
Saurus Oldblood with Arabyan Carpet, Enchanted Shield, Dawn Stone, Sword of Might.
Skink Priest with Sivejir's Hex Scroll. Heavens, level 1.
Saurus Scar-Veteran with Battle Standard, Cold One, Armour of Destiny, Great Weapon.
Saurus Scar-Veteran with Cold One, Great Weapon, Stegadon Helm, Luckstone, Potion of Foolhardiness.
32 Skink Cohort + 4 Kroxigor with Javelins, Shields, Full Command.
10 Skink Skirmishers with Javelins and Shields.
10 Skink Skirmishers with Javelins and Shields.
10 Skink Cohort with Javelins and Shields.
10 Skink Cohort with Javelins and Shields.
22 Temple Guard with Full Command, Banner of Swiftness.
3 Ripperdactyl Riders.
3 Ripperdactyl Riders.
6 Cold One Riders with Full Command.
Total: 2496
So, in this list even the Temple Guard - the slowest unit - are still M5. The idea is that I pick one or two weak points in the opponent's line and rush it in 2-3 waves: the first made up of the fliers - Oldblood + Ripperdactyls. The Flyblood has been amazing in running into hard stuff and tearing it up (140 points for his statline is an absolute bargain), and I've found the Ripperdactyls to be surprisingly effective. Even if they lose one model - or two models - before attacking, they usually swing back with so much damage to tie the combat due to the sheer number of attacks per model. Just add some Miasma in there to get them hitting first. Two units of them should be doubly effective.
The second wave then consists of Scar-Veterans and Skink-Kroxigor, and a final wave with the Temple Guard (if they aren't keeping up with the second). Meanwhile the chaff keep the enemy off me as I rush across the table. The idea is that the list is so fast moving that it'll catch opponents off balance who are more used to a ponderous Lizardman approach; and where they aren't its got the movement needed to maintain board control.
And, yes - some of you may have noticed that I have both Cold One Riders and Skink-Kroxigor in the list, despite all the negative comments I've had about both those units. Well, the former is to fit into a neat 210 point gap in the list and provide a delivery system for the Scar-Vets (its also able to keep pace with the Skink-Kroxigor and give me an additional point of Fortitude); and the latter is to get some more S7 into the list. They are nowhere near as good as previous edition, but my experience with small units of solo Kroxigor has been disappointing to say the least. They really need the additional CR from the Skinks to stick around. If both these units work out I'll gladly eat my hat!