8th Ed. 1.6k List with no slann.

Discussion in 'Lizardmen Army Lists' started by Huichi Mixi, Sep 7, 2012.

  1. Huichi Mixi
    Skink

    Huichi Mixi New Member

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    Heres my 1.6k list, being slightly dependent upon which models I have.

    Lords = 245

    Oldblood - 145
    Cold one - 30
    Sword of Might - 20
    Glittering Scales - 25
    Dawnstone - 25
    - 245

    Purpose: Hunts tough units/monsters/elite infantry while being durable, great vs normal infantry too. 1+ rerollable armour save.

    Heroes = 288

    Skink Priest - 65
    Level 2 - 35
    Dispel Scroll -25
    - 125

    Scar Veteran - 85
    Bsb - 25
    Armour of fortune - 35
    Shield - 3
    Shrieking Blade - 10
    - 163

    Core = 486

    12 Skink SKirmishers Blowpipes - 102
    Brave

    12 Skink Skirmishers Javs/shields - 90
    Brave

    24 Saurus - 294
    FC

    Special = 430

    Stegadon - 235

    10 Temple Guard - 195
    FC

    Rare = 150
    Salamander - 75

    Salamander - 75

    Total = 1,599.

    General idea - Oldblood will fight a unit (possibly even as a lone char) hopefully being backed up with iceshard blizzard spell on the opposing unit from the priest. Weaponskill of 6 with glittering scales means opponents with a weaponskill of 3 - 6 will require 5s to hit him. Weaponskill of 2 or lower will need 6s. When combined with iceshard blizzard, weaponskill of 3 - 6 will need 6s to hit him. Weaponskill of 7 or more will need 5s to hit.
    With his 1+ rerollable armour save should mean he's going to survive against most things, except high strength or attacks that ignore armour.

    Bsb has shrieking blade to cause fear because the unit facing him in the saurus will have to take a fear test from being in base contact with him. If they fail then the whole unit is weaponskill 1 against the saurus aswell as the bsb. :D

    I know the 10 temple guard don't do much for the list but they're all I have right now. Will consider making them 20 strong so they can do something or cutting them out later and get some chameleons.

    Skinks are chaff and do the normal thing they do. Priest will run as a lone wizard since I haven't lost him doing that yet. He will slink around the back of the saurus unit, getting a 4+ lookout sir or just running off 12" away if anything threatens him.

    I've been fighting ogres a lot so my list has been tailored on and off until I found decent builds vs them. I tooled the oldblood specifically for my opponents unit of 4 mournfangs. He holds them up well for a couple for turns but I try to make sure he gets the charge (he needs to deny them that). Last game he even broke them in combat and ran the unit down, gaining me 400 victory points. I have yet to be able to combine iceshard blizzard with my oldblood in combat to get the 6s to hit him :depressed:

    I think i will suffer vs shooty and warmachine heavy armies, my magic defence is also very lacklustre.

    Thoughts everyone?
     
  2. Rhodium
    Kroxigor

    Rhodium New Member

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    Nice alternative list, that old blood looks like He could rip things apart.

    Things I would change:

    Get rid of the skink braves, you are looking for 6's for poison anyway so one more point of BS doesn't help you there, used the points to get more skinks or give a character the ironcurse or luckstone

    Fear isn't that impressive these days, most big combat units will be near the general and the BSB anyway, I would swap this for the venom of the firefly frog,

    You have never lost the skink priest running solo?? I'm really surprised your opponents havent either shot him away (no skirmisher when solo) or magic missled him! A one dice ruby of ruin kills him about 50% of the time, or 25% after the look out sir.
    Considering that is your only Mage, if I played this list turn one he would get hit with everything because once he has gone, you have no magic phase
     
  3. Huichi Mixi
    Skink

    Huichi Mixi New Member

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    Thanks for the feedback and very good points.

    The fear on the bsb seems so powerful even if it only works rarely. An enemy unit being WS 1 against him and my saurus unit will make a big difference. My saurus would be hitting on 3s and the enemy would be hitting the saurus or the bsb on 5s. If I manage to drop an iceshard blizzard on them too that turn then they'd need 6s. The only problem is most units seem to cause fear themselves so they're immune.

    Venom of the firefly frog would give him magic attacks and poisoned attacks, shrieking blade would give him magical attacks too so I'ld just be gaining poison. Rolling 6s when hitting to auto would with 4 attacks won't happen that often, a bit like the fear I guess lol. I could see this being really useful if the unit comes up against a high toughness unit/monster.

    I have lost the skink priest running solo to hexwraiths but it was towards the end of the game (turn 5 i think) when I didn't really care lol. I sit him next to the saurus block for 4+ look out sir and try to shield him from missile units. I think you're right, one of these days I'll lose him early in the game to someone who has the units to hunt wizards and can do it well.
     

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