TOW Lizards vs. Dragons, or how I got completely wiped off the board

Discussion in 'Lizardmen Army Lists' started by Gomorrha, Mar 8, 2026 at 10:01 AM.

  1. Gomorrha
    Jungle Swarm

    Gomorrha New Member

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    Hi all,

    I'd love your thoughts on what I could've done differently with the following list. I just played a game against High Elves, with two dragons and cav only, 1x dragon princes, 2x silver helms and a unit of reavers, and got completely wiped off the board.

    I thought I had a fairly ok-ish list (see below), but one dragon took Slann and temple guards apart (4+ casualties per round), with both TG/Slann and Stegadon not being able to do more than one wound through 3+/5+/5+
    Other dragon was fighting Old Blood on Carno, got a few wounds in, but was stuck in draws for 3 rounds. Due to high weapon skill of rider, most Carno attacks didn't hit, so barely any wounds going through, and also 3+/5+/5+

    The only thing that worked well was Spectral Steed on Scar Veteran, who blocked and then demolished the Dragon Prince unit.

    Please let me know if you have suggestions, both for list setup and playstyle. I'm at a bit of a loss of what could've significantly impacted the performance vs. dragons. Blade of Tzunki on Old Blood to get past the layered saves? High Magic instead of Necromantism for Ethereal TG block?

    All the best, and thanks!
    ---

    ++ Characters [997 pts] ++
    Saurus Oldblood [416 pts]
    (Great weapon, Heavy armour (Scaly skin), Shield, Carnosaur, Glyph Necklace, Armour of Silvered Steel, Venom of the Firefly Frog)

    Slann Mage-Priest [425 pts]
    (Hand weapon, Level 4 Wizard, General, Battle Standard Bearer [War Banner], Cupped Hands of the Old Ones, Ruby Ring of Ruin, Necromancy)

    Saurus Scar-Veteran [96 pts]
    (Great weapon, Heavy armour (Scaly skin), Shield, On foot)

    Skink Priest [60 pts]
    (Hand weapon, Light armour (Calloused hide), Wizard [Level 1 Wizard], On foot, Illusion)

    ++ Core Units [567 pts] ++
    12 Skink Skirmishers [70 pts]
    (Hand weapons, Javelins, Shields, Light armour (Calloused hides), Scouts)

    13 Skink Skirmishers [70 pts]
    (Hand weapons, Javelins, Shields, Light armour (Calloused hides), Vanguard)

    21 Temple Guard [427 pts]
    (Hand weapons, Halberds, Shields, Heavy armour (Scaly skin), Revered Guardian (champion) [Charmed Shield + Spelleater Axe], Standard bearer [Totem of Prophecy], Musician)

    ++ Special Units [180 pts] ++
    Bastiladon [180 pts]
    (Hand weapons, Javelins, Thunderous bludgeon, Solar Engine, Fourth Skink crew member)

    ++ Rare Units [255 pts] ++
    Ancient Stegadon [255 pts]
    (Hand weapons, Javelins, Great horns, Engine of the Gods)

    ---
    Created with "Old World Builder"

    [https://old-world-builder.com]
     
  2. VonAlex
    Skink

    VonAlex New Member

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    Heh...dragons are our curse...in my opinion, the best way to win a fight (at the moment) is to charge or be charged with a large infantry unit, perhaps with a command group and battle standard, challenge or respond to the challenge with the unit's champion, and win on resolution...then cross your fingers that you fail the leadership test and consequently don't run away enough.
    this is because the new rules deny the bloodbath of the dragon's wounds, at most it can inflict the wounds of the high elf lord (if he kills the champion)

    Skinks, despite having their poison attacks nerfed, are still quite useful against expensive targets; generally, in a shooting phase you can inflict one or even two wounds...out of about twenty shooting attacks.

    The Tzunki Veteran's blade is very useful, especially as a deterrent...your opponent will be much less inclined to attack a character that negates armor and saves...except with the star dragon...with that, he has no fear.

    That said, the dice will always decide the game ;D
     

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