Hi all, Here's the list I think about playing for a tournament in july. We use the german comp for the army lists, the modifications are the following for the lizardmen : o All Saurus Heroes switch their Scaly skin for a suit of light armour and the Armoured Hide (1) special rule. o Slann has the Firing Platform Special Rule o The Apostheosis spell can target units of the Monster troop type, but will only restore 1 wound. o Temple Guard have Initiative 2. If a Slann is General, Temple Guard may be taken instead of Saurus Warrios for the 1+ Saurus Warriors in Core. o Salamander Hunting Pack has the Move and Shoot special rule on their breath weapon o Razordon Pack has the Multiple Shots (2d3) special rule on their Razor Blade === Les pieds mouillés oldblood [1999 pts] === ++ Characters [907 pts] ++ Slann Mage-Priest [390 pts] - Hand weapon - General - Battle Standard Bearer - Lore Familiar - Becalming Cogitation - Elementalism Saurus Oldblood [407 pts] - Hand weapon - Heavy armour (Scaly skin) - Shield - Carnosaur - Talisman of Protection - Blade of Revered Tzunki Skink Chief [110 pts] - Javelin - Light armour (Calloused hide) - Shield - Terradon - Ruby Ring of Ruin ++ Core Units [606 pts] ++ 20 Temple Guard [366 pts] - Hand weapons - Halberds - Shields - Heavy armour (Scaly skin) - Revered Guardian (champion) - Standard bearer [War Banner] - Musician 11 Skink Skirmishers [60 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) - Vanguard 11 Skink Skirmishers [60 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) - Vanguard 3 Jungle Swarms [120 pts] - Hand weapons ++ Special Units [271 pts] ++ Bastiladon [175 pts] - Hand weapons - Javelins - Thunderous bludgeon - Solar Engine 3 Terradon Riders [96 pts] - Hand weapons - Javelins - Light armour (Calloused hides) ++ Rare Units [215 pts] ++ Stegadon [215 pts] - Hand weapons - Javelins - Great horns - Giant bow --- I'm open to feedback and opinions. Cheers
Nice list! Just some things: Lore familiar means you CANNOT take signatures as Apotheosis. Usually i get all the spells i need without it, so I should remove it. Skink chief could have a use of a charmed shield and a spear/javelin. Try to optimise skink units to 12, so you need 4 kills to test panic. 2 skinks units are also quite few, I sugest at least 3. So you don't need swarms and can buy something else. Maybe a razordon? It would be interesting maybe to try (even if i still think that 10 skinks are still better) You have NO reason to don't play an ancient stegadon, even without engine of gods strength 6 make an enourmous difference.
Thanks for the feedback ! Thannks for pointing the Lore familiar rule, I've always played it wrong... I made some adjustments, removed lore familiar for an Earthing rod and an enchanted shield for the skink. Swapped the swarms for a third unit of skinks (can't have more cause of rule of 3) and switched the stegadon for an ancient with engine of the gods. I had some points left so I had some skinks in the units with vanguard. I kept the javelin for the skink hero, he's not intended to charge so the spear seems less usefull, but maybe I'm wrong on that. === Les pieds mouillés (2000) === ++ Characters [892 pts] ++ Slann Mage-Priest [365 pts] - Hand weapon - General - Battle Standard Bearer - Earthing Rod - Becalming Cogitation - Elementalism Saurus Oldblood [407 pts] - Hand weapon - Heavy armour (Scaly skin) - Shield - Carnosaur - Talisman of Protection - Blade of Revered Tzunki Skink Chief [120 pts] - Javelin - Light armour (Calloused hide) - Shield - Terradon - Ruby Ring of Ruin - Enchanted Shield ++ Core Units [582 pts] ++ 21 Temple Guard [382 pts] - Hand weapons - Halberds - Shields - Heavy armour (Scaly skin) - Revered Guardian (champion) - Standard bearer [War Banner] - Musician 13 Skink Skirmishers [70 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) - Vanguard 13 Skink Skirmishers [70 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) - Vanguard 12 Skink Skirmishers [60 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) ++ Special Units [271 pts] ++ Bastiladon [175 pts] - Hand weapons - Javelins - Thunderous bludgeon - Solar Engine 3 Terradon Riders [96 pts] - Hand weapons - Javelins - Light armour (Calloused hides) ++ Rare Units [255 pts] ++ Ancient Stegadon [255 pts] - Hand weapons - Javelins - Great horns - Engine of the Gods ---
I play a similar list, but less temple guards and no warbanner to play also a skink level 2 =) I don't rememmber how but I give him lore familiar instead. Is just another idea, not sure is better.
Thank you for your help ! I find the big block of temple guards very good. The oponents are always scared of this and don't know how to handle it. And with shieldwall/Stubborn they can take any charge and do lots of damage next round.