8th Ed. 1,000 point list for a club vs club event

Discussion in 'Lizardmen Army Lists' started by Raz, Oct 3, 2011.

  1. Raz
    Jungle Swarm

    Raz New Member

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    Hey guys,

    Heres a 1,000 point list that I played two games with yesterday. I won one against ogres and orcs and goblins with dwarves as my partner and lost one against orcs and goblins and ogres with skaven as a partner. Anyhow, heres the list:

    Lord:
    Saurus Oldblood, cold one, talisman of preservation, burning blade of chotec, charmed shield, Ironcurse icon.

    Heroes:
    Skink priest, level 1, cube of darkness, dragonfly of Quicksilver

    Core:
    Saurus warriors x 18 with full command

    Skink skirmishers x 12


    Special:
    Chameleon skinks x 6

    Terradon riders x 3


    Rare:
    Salamanders hunting packs x 2 with two additional handlers.

    Comes out to 999/1000

    What do you guys think?
     
  2. Zakharov
    Saurus

    Zakharov Member

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    There's little you can do with just 1000pts that you haven't already got in there, but some of your magic item choices could save you enough points to increase your saurus block to 20+ or get another unit of skirmishers. Whilst I remember, I like to run skirmishers in groups of 10. More units means more targets for the enemy and more chance of your guys surviving!

    Firstly, I've never seen the advantage of mounting an oldblood on a cold one without an accompanying unit (which, of course, would be far too expensive in a 1k game); he gives no extra Ld to your main fighting block and there's a chance every turn of him not doing anything at all!

    The dragonfly of quicksilver is a decent item in the right army against the right opponent but you've only got 1 small unit of scouts and a +1 bonus to a scouting roll that may well never happen isn't too great. Ditto the cube of darkness. It's an excellent item but a dispel scroll will do the same for 15 points less. In higher point games, where lvl4 wizards abound, the cube can really shut down a damaging enemy magic phase but at this level it's kind of overkill. Anyone who bases a 1k army around powerful magic is taking a real gamble as it is. Just sit back and wait for that inevitable miscast to blow 25% of his army to kingdom come!

    Your oldblood has a decent ward save from his talisman so I'd drop the Ironcurse too, even if it's for a unit. Saurus are hardy things but a 6+ ward won't stop too many cannonballs! I'd rather an extra skink! The burning blade is good, but the really scary regenerating things won't be around in 1k battles so really it's just for the -2 modifier. For half the points you could take the biting blade for a -1 modifier and you'll still cut through a 4+ armour save like butter! If you're dead-set on a -2 mod then you could take a great weapon for a point or two more and drop the shield. Replace the talisman of 4+ ward with the armour of destiny and your Oldblood is still S5 with a -2modifier (from being S7 in combat) and a 2+ armour save. He'll be wounding just about everything on the board on a 2+ too! Sure, he'll strike last, but with a 2+ AS and 4+ WS he shouldn't be going anywhere in a hurry!

    Hope that helps!
     

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