Skink
GreenMachine
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Hey guys,
I took my Lizardmen list to the Capital City Bloodbath in Ottawa, Canada. It was a six-game tournament hosted by Chris Hanes of the podcast Canhammer fame. It was a lot of fun and I didn’t have a single bad opponent. Everyone was great to play against I highly recommend signing up next year if you live near the area. These were 2400pt battles and I’m just writing them from memory with highlights.
The list I took-
Slann Mage Priest
-Reservoir of Eldritch energy
-Harmonic convergence
-Focus of Mystery
-Soul of Stone
-BSB
-Channeling staff
Scar-Vet
-Light Armor
-Great weapon
-Cold One
-Dragonhelm
-Dawnstone
Skink Chief
-Light Armor
-Enchanted Shield
-Spear
-Luckstone
Skink Priest
-Level 2 (Beasts)
-Dispel scroll
30 saurus warriors- Full command – Shield and Hand weapons
4 x 10 Skink Skirmishes – Javelins and shields
Bastiladon- Solar Engine
Stegadon
9 Chameleon skinks
4 Razordons
2x 1 salamanders
Game 1- Alex with his Ogre Kingdoms
Alex was a good opponent, really relaxed. His army
Slaughtermaster- Lore of heavens
Fencers blades
Crown of Command
Glittering scales
BSB with standard of disciplne
Slaughter brute- Lore of the Maw
-Hellheart
14 Iron guts
2 sabertusks
3 units of 5 leadbelchers with bellowers
2 Ironblasters
Highlights of the battle were my scar-vet taking a charge from an ironblaster and five leadbelcers, keeping them there for a turn for my Bastiladon to flank charge and run them all down. The razordons were able to chip away at the ironguts for four turns and killed all but 4 of them. The skinks and chameleons were able to take care of the other two units of leadbelchers by dancer around them and poisoning. I think he really messed up by charging his ironblaster into my cowboy instead of moving back to shoot a cannonball or just grape shotting him. His other cannon was pretty uneventful as it misfired or missed its targets.
Razordons are amazing once you get hand of glory off on them and he became aware of that after I killed five ironguts the first turn. He was very wary of the spell afterwards and did everything to stop it. He also got a 30” Hellheart off and ended one of my phases.
The game only lasted four turns. To his credit I don’t think he was slow playing, but was just genuinely slow at the game. We both took our time setting up and just talking, so I can’t really blame him. But, the last turn stopped with my bastiladon and stegadon in his remaining four ironguts with the razordons on his flank and my saurus unit poised to charge it, along with a wither, wyssan and hand of glory cast into that combat. Suffice to say, I don’t think they would have survived. I managed a slight win but if there was one more turn there was no doubt in my mind I would’ve gotten a massacre. The game ended with a minor win in my favor 11/9
Game 2 – Steve and his stunties
Dwarf Lord on shield bearers
-Rune of stone (?)
-Rune that doubles his strength
Rune Priest
-Rune of spell breaking
Rune Priest
-Rune that just dispels
Thane
BSB
20 clansmen
4 units of 10 Quarrelers
2 cannons
2 gyrocopters
1 flame cannon
40 Ironbreakers
Out of all my games I really enjoyed this one the most. Never thought I’d say that for Dwarfs. We were able to set up the terrain, so I grabbed this huge hill and placed it in the middle, which severely hampered his cannon shots. Poor Steve probably failed five re-rollable leadership 10 panic checks throughout the game. His unit of clansmen spent more time running and rallying than anything else. The horde of ironbreakers was really intimidating, but I thought that my superior magic would allow me to win that combat. My focus was arcane unforging his lord to get rid of some of those scary runes and use those razordons to really chip away at them before finishing them off with a combo stegadon and saurus charge. Until then I would chaff it up with skinks.
My chameleons really shined in this game, taking out a unit of rangers, two units of quarrelers and a cannon. Arcane vassal was also really helpful to target his gyrocopters with soul quench and eventually destroy them.
My plan fell apart as his rune of spellbreaking destroyed fiery convocation and he concentrated on stopping arcane unforging. Ironbreakers were really hard to whittle down (as they should be) and I couldn’t get a hold of wither. The game ended with him still having 20 ironbreakers and his characters, but nothing else in his army. It was a draw 10/10
Game 3- Will Paul and his Skaven
Grey seer on a screaming bell
Engineers with doom rocket and warplock capacitor
BSB
100 clanrat unit
2 units of 20 slaves
Rat dart
Hellpit
Doomwhell
2 warp lightning cannons
Ahh, ratmen. Why can’t I play a game against them where their rules are consistent? I know, I know. I ask too much. Will’s a great gamer and he’s known in the area as being tough-as-nails to play against, so I went in just playing for a draw. Unfortunately, he had other plans…
He got first turn. Teleported his engineer with skitter leap next to my saurus block. Shooting saw him kill my terradon chieftan with a warp lightning, panic a unit of skinks off the board as a result. Then he killed my scar-vet with a warp lightning cannon, which panicked my bastiladon off the board. Then he got a perfect doom rocket off on my slann bunker, which failed their re-rollable panic check and ran (luckily not off the board) But, hey at least I had my first turn coming up….
I was planning on using the skinks that panicked to put in front of the doomwheel so he couldn’t get warp lightning on my razordons, but with them fled they were prime targets for it. The next few turns saw him cleaning up everything. I got a few points as I took out his hellpit when my stegadon gored it to death and I managed to kill a few characters. The screaming bell is rough and I really wanted to get my saurus into combat against it but after the doom rocket, I only had 12 saurus left. I had the razordons and salamanders concentrate on horde of clanrats pushing the bell. But even with the help of two fiery convocations the unit was still twenty strong at the end of the game. The razordon’s had two turns of shooting at the bell, hoping to kill the grey seer (which they did) but I couldn’t kill the bell. Things tough. End of game saw a massacre 0/20
Game 4- Rob and his cheese-chickens
When we arrived at the hotel the day before we went down to the hall to check out the armies on display. People spend a lot of time painting and modelling and usually have everything set up. As we walked along and checked out our competition my eyes fell upon one army, one army out of forty that I instantly knew I did not want to play. On this board sat four, yes, four frost-heart phoenixes (phoenixi?) So, when we arrived at my fourth game I was really disheartened to see the very same army across from me.
Rob for his part is incredibly friendly and I wouldn’t hesitate to play him again. His army on the other-hand is something I would never choose to face. I mean, two frosthearts are tough, but manageable. I knew that with my poison shooting I had a chance to kill two, maybe three of them but no way all four before they found combat. I just didn’t see a way to take on four of them. Except for one small glimmer of hope, one lore of magic that might be able to put these birds in their place and that was shadow magic. Enfeebling Foe, Wither or Mind Razor would all be good spells to use against them.
The game didn’t go well. My razordons got their hand of glory for plus one ballistic skill and shot the frost-heart heading towards them with caladyrn. I knew he does d3 wounds with his attacks but figured a shooting phase, stand and shoot and two wounds done by skinks would before enough to kill it before it got into combat. So I picked up the dice and rolled 2, 2, 4, misfire. 16 shots, no wounds. No problem, with ballistic skill four and quick to fire and instinctive defense they could really put a hurting on the phoenix when it charges, right? RIGHT!? Poison was spread around the board as were the frosthearts, making me grouping all my skinks on a single one impossible. In retrospect I should have put them closer together and done just that. Most poison was shrugged off from it’s 5+/5+ (I think he got the 4+ ward save two turns)
Caradyn charged the razordons. Time to stand and shoot, hopefully getting those remaining wounds! 2, re-roll! Misfire! 2, re-roll 2. 4, re-roll Misfire! 4, Re-roll. 4. 10 shots and four dead skinks. Suffice to say it wasn’t enough to even wound the bird.
Magic really bit my butt as I didn’t get many dice and I remember being frustrated as I threw two dice for apotheosis and rolling double 1’s on spell that I just wanted to either bait dice or trade out. I was able to trade out 3 spells and got steed of shadows (traded for miasma) and penundrum and Finally mind-razor. I knew that if I got it off on the saurus he would be in dire straights as 3 of his phoenixes were teetering on four wounds. But, then it was his turn and he was able to get them all to charge into my saurus block and I forfeited knowing that 30 saurus couldn’t take that many attacks and stomps.
Looking back at the game I made a few glaring mistakes. As I said earlier I should have grouped up the skinks and chameleons to really concentrate poison shots. My razordons really underperformed which hurt. On top of that I was only able to get one or two spells off a turn, which meant I was trading out one spell a turn. I mean, besides the turn I broke concentration immediately and the other one he stopped with his dispel scroll.
I had lined up my stegadon so that if he charged the sauruses I could counter-charge his flank and hopefully kill a bird with impact hits. After we deployed I realized that the steggie would only be strength four on the charge and it made me very sad ;( The game ended with another massacre 0/20
Game 5- Alex and his skaven
Maybe I’m just picky. But, I don’t want to fight: Skaven, Daemons and Frostheart armies. That’s about it. So, seeing Skaven again was a disappointment. However, Alex was another great gamer and we had fun. This game went much better than my prior skaven encounter. Between the skink chief and the chameleons I had all three of his warmachines destroyed turn 2. The razordons shot the grey seer to death on turn 3. Then finished off the bell turn 4. The only part I messed up on was that I put them directly infront of the bell unit so I could simultaneously re-direct and stand-and-shoot but I forgot that the bell can just move forward D6” when it rings on a 2-4. I won’t forget that again. However, they killed it in hand-to-hand combat. He had an assassin that just ate my stegadon and bastildon. The rest of my army played keep away as I just chipped away at the horde. The game ended with a minor loss 9/11 which I’ll take after two massacres.
Game 6- Ben and his Wood Elves
I know wood elves. My brother plays them (he got 2nd best at the tournament with them) I know how they work and all their tricks. But, I just…I just…deployed stupidly and forgot everything. I was lazy and didn’t swap out any spells for more magic missiles or direct damages, which they hate. I didn’t bother to get a walk between worlds off on my razordon or even the saurus block to get into their line. I was unable to stop an irrestible force pit of shades into my saurus turn one. I didn’t even see combat as I just barreled my saurus and bastiladon forward until they were shot to death. My razordon were on the opposite side of the board to kill wildriders (which they did) and not much else. I was tired at the start of the game and exhausted at the end. So that’s what I’m blaming it on.
Overall
The Slann
Obviously he was the centerpoint of my army and I knew relying on magic was a gamble. The reservoir of eldritch energy didn’t fail me once. I always got that extra power die. More often then not I would get an channel, but more often it was two. Pulling an extra 3 power dice was very helpful, but I still had phases where nothing seemed to get done. Overall, I really liked the slann, especially when I dropped spells to get shadow. Miasma is such an amazing spell.
Contemplation is such a great tool. But, it’s very hard to use in a tournament as having to think of the spell you want and then going through the steps to take it is time consuming, which adds up in the end. After my third game, I would just default to Miasma or Wyssans to save some time.
Scar-vet
He was either amazing or shot off the board turn one.
Skink Chief
Definitely dropping this guy. For a few more points, I can grab terradons or rippers which I feel would be more useful. I just found him dying or unable to add to anything the chameleons couldn’t handle.
Skink Priest
Level 2 of beast wasn’t very helpful. An occasional Wyssan’s here and there but for the most part I’m sure I can drop him down to level 1 and probably switch to heavens as Ice Shard Blizzard seems amazing. He was definitely worth his points solely for Arcane Vassal. Because High Magic’s real drawback is it’s short range, having a skirmisher who can move 12” in any direction really ads those few extra inches you need (insert joke here).
Saurus
Did their job of keeping the slann from eating cannonballs and cleaning up smaller units. They were never wiped out in hand-to-hand combat.
Skinks
Skins are skinks. Awesome re-directors and chaff units. Every Lizard player loves ‘em and every other army hates ‘em.
Bastiladon
I love this guy. Almost every game he was marching straight-forward, shooting his laser which would either do damage or suck up a dispel dice or two. Then he would charge a unit and keep it there for awhile. I threw him into combats against core tar-pit units like skaven slaves. I think people don’t realize that this guy is solely a support unit and try to treat him like a monster. Because he isn’t.
Stegadon
My little baby-steg…I don’t know where to stand on him. He was remarkable for killing two hellpits and he was unremarkable for getting shot to death. I’m going to keep him and see if I can improve.
Razordons
I think people really underestimate these guys, especially in the meta of MSU. Most of my opponents didn’t know their rules and concentrated on killing the salamaders first. Even without hand of glory on them, moving them up and shooting at units was enough to kill most chaff.
Salamanders
People swear by them and I just don’t get it. I need more practice with them. I fought two skaven armies and thought they were perfect opportunities to use their breath weapons and they weren’t all that great.
If you managed to read this far, thanks. I know it’s pretty incoherent and in the future I’d really like to take notes and organize what happened better. I really just wanted to keep track of my games as a lizardmen player.
Comments are appreciated
I took my Lizardmen list to the Capital City Bloodbath in Ottawa, Canada. It was a six-game tournament hosted by Chris Hanes of the podcast Canhammer fame. It was a lot of fun and I didn’t have a single bad opponent. Everyone was great to play against I highly recommend signing up next year if you live near the area. These were 2400pt battles and I’m just writing them from memory with highlights.
The list I took-
Slann Mage Priest
-Reservoir of Eldritch energy
-Harmonic convergence
-Focus of Mystery
-Soul of Stone
-BSB
-Channeling staff
Scar-Vet
-Light Armor
-Great weapon
-Cold One
-Dragonhelm
-Dawnstone
Skink Chief
-Light Armor
-Enchanted Shield
-Spear
-Luckstone
Skink Priest
-Level 2 (Beasts)
-Dispel scroll
30 saurus warriors- Full command – Shield and Hand weapons
4 x 10 Skink Skirmishes – Javelins and shields
Bastiladon- Solar Engine
Stegadon
9 Chameleon skinks
4 Razordons
2x 1 salamanders
Game 1- Alex with his Ogre Kingdoms
Alex was a good opponent, really relaxed. His army
Slaughtermaster- Lore of heavens
Fencers blades
Crown of Command
Glittering scales
BSB with standard of disciplne
Slaughter brute- Lore of the Maw
-Hellheart
14 Iron guts
2 sabertusks
3 units of 5 leadbelchers with bellowers
2 Ironblasters
Highlights of the battle were my scar-vet taking a charge from an ironblaster and five leadbelcers, keeping them there for a turn for my Bastiladon to flank charge and run them all down. The razordons were able to chip away at the ironguts for four turns and killed all but 4 of them. The skinks and chameleons were able to take care of the other two units of leadbelchers by dancer around them and poisoning. I think he really messed up by charging his ironblaster into my cowboy instead of moving back to shoot a cannonball or just grape shotting him. His other cannon was pretty uneventful as it misfired or missed its targets.
Razordons are amazing once you get hand of glory off on them and he became aware of that after I killed five ironguts the first turn. He was very wary of the spell afterwards and did everything to stop it. He also got a 30” Hellheart off and ended one of my phases.
The game only lasted four turns. To his credit I don’t think he was slow playing, but was just genuinely slow at the game. We both took our time setting up and just talking, so I can’t really blame him. But, the last turn stopped with my bastiladon and stegadon in his remaining four ironguts with the razordons on his flank and my saurus unit poised to charge it, along with a wither, wyssan and hand of glory cast into that combat. Suffice to say, I don’t think they would have survived. I managed a slight win but if there was one more turn there was no doubt in my mind I would’ve gotten a massacre. The game ended with a minor win in my favor 11/9
Game 2 – Steve and his stunties
Dwarf Lord on shield bearers
-Rune of stone (?)
-Rune that doubles his strength
Rune Priest
-Rune of spell breaking
Rune Priest
-Rune that just dispels
Thane
BSB
20 clansmen
4 units of 10 Quarrelers
2 cannons
2 gyrocopters
1 flame cannon
40 Ironbreakers
Out of all my games I really enjoyed this one the most. Never thought I’d say that for Dwarfs. We were able to set up the terrain, so I grabbed this huge hill and placed it in the middle, which severely hampered his cannon shots. Poor Steve probably failed five re-rollable leadership 10 panic checks throughout the game. His unit of clansmen spent more time running and rallying than anything else. The horde of ironbreakers was really intimidating, but I thought that my superior magic would allow me to win that combat. My focus was arcane unforging his lord to get rid of some of those scary runes and use those razordons to really chip away at them before finishing them off with a combo stegadon and saurus charge. Until then I would chaff it up with skinks.
My chameleons really shined in this game, taking out a unit of rangers, two units of quarrelers and a cannon. Arcane vassal was also really helpful to target his gyrocopters with soul quench and eventually destroy them.
My plan fell apart as his rune of spellbreaking destroyed fiery convocation and he concentrated on stopping arcane unforging. Ironbreakers were really hard to whittle down (as they should be) and I couldn’t get a hold of wither. The game ended with him still having 20 ironbreakers and his characters, but nothing else in his army. It was a draw 10/10
Game 3- Will Paul and his Skaven
Grey seer on a screaming bell
Engineers with doom rocket and warplock capacitor
BSB
100 clanrat unit
2 units of 20 slaves
Rat dart
Hellpit
Doomwhell
2 warp lightning cannons
Ahh, ratmen. Why can’t I play a game against them where their rules are consistent? I know, I know. I ask too much. Will’s a great gamer and he’s known in the area as being tough-as-nails to play against, so I went in just playing for a draw. Unfortunately, he had other plans…
He got first turn. Teleported his engineer with skitter leap next to my saurus block. Shooting saw him kill my terradon chieftan with a warp lightning, panic a unit of skinks off the board as a result. Then he killed my scar-vet with a warp lightning cannon, which panicked my bastiladon off the board. Then he got a perfect doom rocket off on my slann bunker, which failed their re-rollable panic check and ran (luckily not off the board) But, hey at least I had my first turn coming up….
I was planning on using the skinks that panicked to put in front of the doomwheel so he couldn’t get warp lightning on my razordons, but with them fled they were prime targets for it. The next few turns saw him cleaning up everything. I got a few points as I took out his hellpit when my stegadon gored it to death and I managed to kill a few characters. The screaming bell is rough and I really wanted to get my saurus into combat against it but after the doom rocket, I only had 12 saurus left. I had the razordons and salamanders concentrate on horde of clanrats pushing the bell. But even with the help of two fiery convocations the unit was still twenty strong at the end of the game. The razordon’s had two turns of shooting at the bell, hoping to kill the grey seer (which they did) but I couldn’t kill the bell. Things tough. End of game saw a massacre 0/20
Game 4- Rob and his cheese-chickens
When we arrived at the hotel the day before we went down to the hall to check out the armies on display. People spend a lot of time painting and modelling and usually have everything set up. As we walked along and checked out our competition my eyes fell upon one army, one army out of forty that I instantly knew I did not want to play. On this board sat four, yes, four frost-heart phoenixes (phoenixi?) So, when we arrived at my fourth game I was really disheartened to see the very same army across from me.
Rob for his part is incredibly friendly and I wouldn’t hesitate to play him again. His army on the other-hand is something I would never choose to face. I mean, two frosthearts are tough, but manageable. I knew that with my poison shooting I had a chance to kill two, maybe three of them but no way all four before they found combat. I just didn’t see a way to take on four of them. Except for one small glimmer of hope, one lore of magic that might be able to put these birds in their place and that was shadow magic. Enfeebling Foe, Wither or Mind Razor would all be good spells to use against them.
The game didn’t go well. My razordons got their hand of glory for plus one ballistic skill and shot the frost-heart heading towards them with caladyrn. I knew he does d3 wounds with his attacks but figured a shooting phase, stand and shoot and two wounds done by skinks would before enough to kill it before it got into combat. So I picked up the dice and rolled 2, 2, 4, misfire. 16 shots, no wounds. No problem, with ballistic skill four and quick to fire and instinctive defense they could really put a hurting on the phoenix when it charges, right? RIGHT!? Poison was spread around the board as were the frosthearts, making me grouping all my skinks on a single one impossible. In retrospect I should have put them closer together and done just that. Most poison was shrugged off from it’s 5+/5+ (I think he got the 4+ ward save two turns)
Caradyn charged the razordons. Time to stand and shoot, hopefully getting those remaining wounds! 2, re-roll! Misfire! 2, re-roll 2. 4, re-roll Misfire! 4, Re-roll. 4. 10 shots and four dead skinks. Suffice to say it wasn’t enough to even wound the bird.
Magic really bit my butt as I didn’t get many dice and I remember being frustrated as I threw two dice for apotheosis and rolling double 1’s on spell that I just wanted to either bait dice or trade out. I was able to trade out 3 spells and got steed of shadows (traded for miasma) and penundrum and Finally mind-razor. I knew that if I got it off on the saurus he would be in dire straights as 3 of his phoenixes were teetering on four wounds. But, then it was his turn and he was able to get them all to charge into my saurus block and I forfeited knowing that 30 saurus couldn’t take that many attacks and stomps.
Looking back at the game I made a few glaring mistakes. As I said earlier I should have grouped up the skinks and chameleons to really concentrate poison shots. My razordons really underperformed which hurt. On top of that I was only able to get one or two spells off a turn, which meant I was trading out one spell a turn. I mean, besides the turn I broke concentration immediately and the other one he stopped with his dispel scroll.
I had lined up my stegadon so that if he charged the sauruses I could counter-charge his flank and hopefully kill a bird with impact hits. After we deployed I realized that the steggie would only be strength four on the charge and it made me very sad ;( The game ended with another massacre 0/20
Game 5- Alex and his skaven
Maybe I’m just picky. But, I don’t want to fight: Skaven, Daemons and Frostheart armies. That’s about it. So, seeing Skaven again was a disappointment. However, Alex was another great gamer and we had fun. This game went much better than my prior skaven encounter. Between the skink chief and the chameleons I had all three of his warmachines destroyed turn 2. The razordons shot the grey seer to death on turn 3. Then finished off the bell turn 4. The only part I messed up on was that I put them directly infront of the bell unit so I could simultaneously re-direct and stand-and-shoot but I forgot that the bell can just move forward D6” when it rings on a 2-4. I won’t forget that again. However, they killed it in hand-to-hand combat. He had an assassin that just ate my stegadon and bastildon. The rest of my army played keep away as I just chipped away at the horde. The game ended with a minor loss 9/11 which I’ll take after two massacres.
Game 6- Ben and his Wood Elves
I know wood elves. My brother plays them (he got 2nd best at the tournament with them) I know how they work and all their tricks. But, I just…I just…deployed stupidly and forgot everything. I was lazy and didn’t swap out any spells for more magic missiles or direct damages, which they hate. I didn’t bother to get a walk between worlds off on my razordon or even the saurus block to get into their line. I was unable to stop an irrestible force pit of shades into my saurus turn one. I didn’t even see combat as I just barreled my saurus and bastiladon forward until they were shot to death. My razordon were on the opposite side of the board to kill wildriders (which they did) and not much else. I was tired at the start of the game and exhausted at the end. So that’s what I’m blaming it on.
Overall
The Slann
Obviously he was the centerpoint of my army and I knew relying on magic was a gamble. The reservoir of eldritch energy didn’t fail me once. I always got that extra power die. More often then not I would get an channel, but more often it was two. Pulling an extra 3 power dice was very helpful, but I still had phases where nothing seemed to get done. Overall, I really liked the slann, especially when I dropped spells to get shadow. Miasma is such an amazing spell.
Contemplation is such a great tool. But, it’s very hard to use in a tournament as having to think of the spell you want and then going through the steps to take it is time consuming, which adds up in the end. After my third game, I would just default to Miasma or Wyssans to save some time.
Scar-vet
He was either amazing or shot off the board turn one.
Skink Chief
Definitely dropping this guy. For a few more points, I can grab terradons or rippers which I feel would be more useful. I just found him dying or unable to add to anything the chameleons couldn’t handle.
Skink Priest
Level 2 of beast wasn’t very helpful. An occasional Wyssan’s here and there but for the most part I’m sure I can drop him down to level 1 and probably switch to heavens as Ice Shard Blizzard seems amazing. He was definitely worth his points solely for Arcane Vassal. Because High Magic’s real drawback is it’s short range, having a skirmisher who can move 12” in any direction really ads those few extra inches you need (insert joke here).
Saurus
Did their job of keeping the slann from eating cannonballs and cleaning up smaller units. They were never wiped out in hand-to-hand combat.
Skinks
Skins are skinks. Awesome re-directors and chaff units. Every Lizard player loves ‘em and every other army hates ‘em.
Bastiladon
I love this guy. Almost every game he was marching straight-forward, shooting his laser which would either do damage or suck up a dispel dice or two. Then he would charge a unit and keep it there for awhile. I threw him into combats against core tar-pit units like skaven slaves. I think people don’t realize that this guy is solely a support unit and try to treat him like a monster. Because he isn’t.
Stegadon
My little baby-steg…I don’t know where to stand on him. He was remarkable for killing two hellpits and he was unremarkable for getting shot to death. I’m going to keep him and see if I can improve.
Razordons
I think people really underestimate these guys, especially in the meta of MSU. Most of my opponents didn’t know their rules and concentrated on killing the salamaders first. Even without hand of glory on them, moving them up and shooting at units was enough to kill most chaff.
Salamanders
People swear by them and I just don’t get it. I need more practice with them. I fought two skaven armies and thought they were perfect opportunities to use their breath weapons and they weren’t all that great.
If you managed to read this far, thanks. I know it’s pretty incoherent and in the future I’d really like to take notes and organize what happened better. I really just wanted to keep track of my games as a lizardmen player.
Comments are appreciated