TOW Two variants of list with 2 temple guards units

Discussion in 'Lizardmen Army Lists' started by Kalisto, Aug 27, 2025 at 10:07 AM.

  1. Kalisto
    Ripperdactil

    Kalisto Active Member

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    Guys I need some suggestions for a tournament. This is heavily comped, this reason I play in this way. I am bit undecided between these two lists. Essentialy in one I have Oldblood on Carnosaur and Stegadon with Eotg, in the other 2 scarvet carnosaurs and no stegadon. (I could move BSB on one of carnosaurs too but not sure about that).
    In both lists I have like 504 core so I cannot reduce those.

    Renegade [2000 pts]
    Warhammer: The Old World, Lizardmen, Renegade, Open War

    Slann Mage-Priest, Level 4 Wizard, General, Battle Standard Bearer, Earthing Rod, Elementalism - 315
    Saurus Oldblood, Great weapon, Carnosaur, Armour of Meteoric Iron, Glyph Necklace - 379
    18 Temple Guard, Revered Guardian (champion), Standard bearer - 302
    12 Skink Skirmishers - 60
    13 Skink Skirmishers, Vanguard - 70
    12 Skink Skirmishers, Scouts - 70
    15 Temple Guard, Revered Guardian (champion), Standard bearer - 254
    Bastiladon, Javelins, Thunderous bludgeon, Solar Engine - 175
    3 Ripperdactyl Riders - 120
    Ancient Stegadon, Javelins, Great horns, Engine of the Gods - 255

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    Renegade 2 carnosaurs [2000 pts]
    Warhammer: The Old World, Lizardmen, Renegade, Open War

    Slann Mage-Priest, Level 4 Wizard, General, Battle Standard Bearer, Earthing Rod, Elementalism - 315
    Saurus Scar-Veteran, Great weapon, Carnosaur, Talisman of Protection, Armour of Meteoric Iron - 314
    Saurus Scar-Veteran, Great weapon, Shield, Carnosaur, Glyph Necklace - 311
    18 Temple Guard, Full Command - 309
    12 Skink Skirmishers - 60
    12 Skink Skirmishers, Vanguard - 65
    12 Skink Skirmishers, Scouts - 70
    15 Temple Guard, Full Command - 261
    Bastiladon, Javelins, Thunderous bludgeon, Solar Engine - 175
    3 Ripperdactyl Riders - 120
     
  2. ImYukkuri
    Jungle Swarm

    ImYukkuri New Member

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    From my perspective, Old Blood with EOTG is a stronger option. Temple Guard are too slow, so you'll want more range fire to force your opponent to engage you.
    Additionally, I think the two TG units are a bit undersized. Generally, you would want a unit with higher unit strength to make their opponent to flee; otherwise, small Temple Guard units end up doing only a few relatively ineffective kills. Perhaps it would be an option to drop the Ripperdactyl Riders (and BSB on slann?) to pursue a more extreme, high-pressure approach?
     
  3. Kalisto
    Ripperdactil

    Kalisto Active Member

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    Well about TG size I may agree with you, on the other side you are not going be double of your enemy, infantries are always more than you. Monsters are often stubborn and you can barely do wounds. Heroes on chariots and monsters are going to lose anyway and are not going to charge you without be sure to win the combat. BSB is not need as before, i agree with you. But is still +1 CR.

    If I remove ripperdactyl I need somethign else again war machines. Skinks sucks now and they can be easily shot down with grapeshots. It's hard i know....
     
  4. ColdOneCowboy
    Jungle Swarm

    ColdOneCowboy New Member

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    If it were my list, I’d not take a Carnosaur at all.

    I’d take an Oldblood on foot and have him join the temple guard. Remove the other magical items and give him Tzunki Blade. Make the two units of TG into one large unit, with Slann joining also. Switch Slann’s spellbook to High Magic to maximise buffs. Temple Guard to carry the Sun standard to protect from shooting. Maybe Slann or a Scar-Vet to be BSB, give them the Skavenpelt banner to give Frenzy.

    Frenzy, plus Fury of Khaine to maximise attacks on charge. Even better if you can pull off Walk Between Worlds to make them Ethereal for a turn.

    I’d take a skink priest on an EOTG instead of a Carnosaur. Higher toughness, has impact hits, buffs your Slann, and could give it a ToP for additional protection. Maybe add another in Rare to protect both sides of solid Temple Guard block.

    Additionally, a Bastiladon to provide +1i to the Temple Guard. Now you’ve got 3 decent quality bound spells that will force your opponent to get close enough range for your T.Guard to charge.

    Remaining points fill up with Skink units for maximum annoyance.

    EDIT: This type of list is what I’ve found the most success with since 1.5 errata. Before that, I was 1W-5L.
    Since the errata I’ve made variations of the type of list above and am sitting at 4-0.
     
  5. ImYukkuri
    Jungle Swarm

    ImYukkuri New Member

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    It’s a bad mindset to think you cant overrun the enemy — if you can’t make your Temple Guard hold in most situations (and win you the game), then running two units of TG probably isn’t necessary, right? TG might not be the top infantry unit, but they’re tough enough that your opponent will have to sink a good chunk of resources into dealing with them.
    I agree you should have an Oldblood or some Saurus Veterans (or both) in your infantry. They can really dish out some damage, and most standard cav or chariot units won’t engage them lightly.

    As for the Carnosaur… this list doesn’t really have a reliable way to deal with behemoth units, so I’d really like to keep one in there.But that means removing other unit. Tough decision.

    Ripperdactyl Riders… against an experienced player, they dont oftenly get their shot. Still, it’s not a bad idea to keep them just in case.

    Walk Between Worlds is another solid way to deal with war machines — it’s not just about protecting your infantry; you can also use your ethereal TG to screen and cover other units.
     

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