7th Ed. 1k no magic list

Discussion in 'Lizardmen Army Lists' started by Skink Brave Itxy, Oct 12, 2009.

  1. Skink Brave Itxy
    Saurus

    Skink Brave Itxy New Member

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    Just something I've been toying with while I work on the rest of my models, so I have something to play in the meantime, and to satisfy my curiosity over just how effective it might be without any Skink Priests.

    Saurus Scar-Veteran: L. Armour, Shield, Sword of Might, Carnosaur Pendant

    Skink Chief: L. Armour, Shield, Javelins

    Skink Chief: L. Armour, Shield, Javelins

    20 Saurus: H. Weapons, Full Command

    10 Temple Guard: Full Command, Sword of the Hornet, Huanchi's Blessed Totem

    10 Skink Skirmishers: Brave, Javelins

    10 Skink Skirmishers: Brave, Javelins

    5 Chameleon Skinks: Brave


    I decided to go with javelins on the skirmishers, since I can use the same models for cohorts, and because I plan to keep them moving and flee from any charges that come their way (unless they look like they might actually hit). The Chiefs would be in the Skirmishers for the added Leadership and skill with shooting, I'm not sure whether blowguns or javelins would be better, since one shot at 2+, S4, compares pretty well to two shots at 5+, S3.

    The magic items I'm not sure about either, maybe swap them around and give my Scar-Veteran the Scimitar and the Sun Standard to my TG. Though I'm not even sure I'd put the Veteran in my TG (but probably).

    Oh, and feel free to critique.
     
  2. lorslimshady
    Skink

    lorslimshady New Member

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    From a purely competitive point of view the skink chiefs cost points that could be better spent. Especialy if you just use them in skink skirmisher units. They will almost double the points of the unit and what you get for it is a javelin shot that you will probably be able to use 3 times in a game and slightly higher leadership.
    The CC skills of the skink chief (which are by the way, terrible for a hero) will not be usable because it would mean getting a toughness 2, ws 2 unit into combat, which is almost always a bad idea. The full comand and magic items on the temple guard are probably not nessesary, although it wouldn't be a huge mistake if you did take them. the unit builds (command groups, formations etc.) are not optimal but I don't want to nitpick.
     
  3. Skink Brave Itxy
    Saurus

    Skink Brave Itxy New Member

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    Hmm... Chiefs would probably be better suited for mixed cohorts with Kroxigors? I was thinking about charging them in to combat in case my Saurus needed the sudden assistance, or if they had to finish off a war machine or ranged unit while keeping it from shooting too.

    As for Full Command, I suppose that's just something I'm used to from VC, since you needed everything you could get to make sure combat resolution went your way, or at least wasn't too painful. I suppose 30 points for Saurus, 35 for TG, and 50 for COC is quite a bit, but I think I'd prefer to have them and not need them, than vice-versa.

    And what did you mean by formation? Going with 6-wide units that I've seen other mention?
     

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