Hi everyone. Iv recently got into fantasy and am doing a increasing points tournament with some guys at my local club. I won the 500 and 750 games, most people told me lizards are good at small points games. I went with a scar vet, big unit of sarus, sally and chem skinks, and some other bits and bobs. The armys im up against are vampires, high elves and orges. As the points have gone up iv added a bastiliadon and ancient steg but they have died early on to cannons and magic. My question is what units would you recommend and whats unit would you avoid. I think my problem is im trying to have a little bit of everything when i should focus more on one or two things. I like the look of Tekko'eko so might start with him and maybe a oldblood and build around that. We aim to get to 2000 points and for some reason i have it in my mind i want to avoid a slan. Silly i know, the guys at club say my list should revolved around a slan but being stubborn i want to try prove them wrong Thanks in advance and sorry for the extremely broad question.
There's no reason your list needs to revolve around a Slann. They're certainly a powerful asset, though. It's really up to you here, but if you're specifically looking to build a Slannless list I'd look around for similar lists for inspiration. As far as I can tell almost everything in our current book is playable. The usefulness of different units really varies depending on who you're up against. It'd be really helpful if you could get a copy of your list up so we can see what you're working with right now.
Thanks for the reply Heres my list i used at 1250 Saurus Scar-Veteran: Luck Stone; Enchanted Sheild; great weapon; light armour Skink Priest: Level 2 Wizard; Lore of Beasts Skink Priest: Level 2 Wizard; Lore of Heavens 22 Saurus Warriors: Spawn Leader; musician; standard bearer 10 Skink Skirmishers: Lustrian javelins and shields 2 Jungle Swarms Bastiladon 6 Chameleon Skinks 1 Salamander Hunting Pack Ancient Stegadon To my dismay iv only just found out that i can have 25% hero and 25% lord. What a idiot i was to miss read that. So all my list have been trying to cramp stuff into the hero slot. Heres a rough list i made for 1.5 but im not happy with it yet, my trouble is i dont get to play test so its all in my head until game time really... Saurus Oldblood: Enchanted Sheild; Luck Stone; The Egg of Quango; great weapon; light armour Tetto'eko: Lore of Heavens Skink Priest: Dispel Scroll; Lore of Beasts 25 Saurus Warriors: Spawn Leader; musician; standard bearer 10 Skink Skirmishers 20 Temple Guard: Revered Guardian; musician; standard bearer Ancient Stegadon: Sharpened Horns 1 Salamander Hunting Pack Theres 15 points left over i was thinking the shriking blade on the reaverd guardian as i have been failing so many terror test recently. I would love to go 2 lvl 1's on beast for 2 wildform spell and try buff up the sarus and or temple guard. I feel lost without my bastiladon and swarms too. Hmmm decisions decisions. Maybe i could drop some points on thr oldblood or drop something else completly, maybe the steg as he died way to fast in the 250 games. Probs my rubbish tactics tho
Saurus Scar-Veteran: Luck Stone; Enchanted Sheild; great weapon; light armour You get no benefit from the Enchanted Shield while wielding a Great Weapon ... For a Scar Vet on foot, it's hard to balance the offense (great weapon) with a a good armor save. If you insist on a Great Weapon, I would either take one of the magic armors that gives a ward save (they also function as heavy armor), or I would take the Sacred Stegadon Helm (T6 is pretty awesome).
While the "Light armour" part is a major downside to it, I actually prefer glittering scales. I rarely ever get more than 1 charge off, so the impact hits, while nice, are not why I'm getting the helm. I get it to boost my Toughness. But Toughness is of lesser concern, when most things hit at S3, and already wound on 6+. That bonus toughness wont be worth anything against S3, while a -1 to hit will. It only works in close combat, which is a large downside to it, but seriously consider throwing your Saurus heroes on mounts. The cost is nothing compared to the +2AS and +3M you get from it. And the additional attacks, but that's just gravy.
Most everything in out book is pretty viable. And I like to diversify my troops as well. I think the LM small units work well at disrupting/picking off/holding off other units which takes some pressure off our core. At 1500 points I like to run Cold One Riders, at least 8 chameleons, Ripperdactyls, and at least 1 Bastilodon. For Heroes/Lords I like running a cheesy Oldblood on a Cold One and BSB/Beast Priest, depending on the points. Honestly, I think it's pretty hard to mess up a LM list TOO much at 1500 points. The only thing I'd advise against is dropping all your points into a couple large blocks with no support. I feel like the LM have fantastic support/utility units and need them to succeed.
Scar vet on foot, assume Strength 3 attacks that would normally hit on a 4+. Glittering Scales + Shield -- wound rate 1.85% Stegadon Helm, Light Armor + Shield -- wound rate 1.38% Armor of Destiny + Shield -- wound rate 0.69% Bottom line, you don't really have to worry about Strength 3 attacks regardless. Now lets look at Strength 4, again assuming they would normally hit on 4+. Glittering Scales + Shield -- wound rate is 5.56% Stegadon Helm, Light Armor + Shield -- wound rate is 2.78% Armor of Destiny + Shield -- wound rate is 2.78%
Truth (for an Oldblood, Scar Vet it's 2+). I agree that Cold One is the way to go ... as long as you don't expect to see cannons. If you are fighting an opponent who fields cannons, your Scar Vet can be sniped with no chance at a Look Out Sir! roll unless you have a unit of Cold Ones to put him in. The bigger issue for some is that you also need an appropriate model.
Thanks everyone. I like the helm idea, unfortunately i dont have a cav model and i play cannons all the time so will give him a miss, will deffo borrow one from a friend and give it a go at some point tho. Do any off you ever take razordons? If so do they work well at block charges and standing and shooting
There are a number of threads on this topic, and the general consensus seems to be that the Salamanders are more worthwhile than Razordons. In combat, their stats are the same, and shooting-wise, most things that Razordons do a unit of Skinks can do better. Salamanders, on the other hand, can March and Shoot, giving them a huge effective range with their Spout Flames. S4 automatic hits is pretty devastating, especially against low toughness armies like elves. If I were you, I'd go with Salamanders over Razordons. I've heard running two Salamander hunting packs can be very effective, or alternatively, you could field and additional block of 10 Skink Skirmishers.