8th Ed. 1000 points, revising for tournament

Discussion in 'Lizardmen Army Lists' started by Valdus, Dec 2, 2013.

  1. Valdus
    Skink

    Valdus New Member

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    Hi everyone,

    I am quite new to Warhammer (only a handful of games played) and am signing up for my first tournament in Feb at the local GW. They are going to ramp up the points levels throughout the year so hopefully I can keep up but this first one is going to start at 1000pts. Having looked at photos from the end of year tournament a few weeks ago it looks like I am likely to potentially face: Tomb Kings (some chariot heavy, some construct heavy), Vampire Counts (looked like lots of Grave Guard in all of them), Empire, Dwarves, High Elves and other lizardmen.

    Below is what I've been using for my first few games - it seems to do well enough against people equally as new as me. This accounts for pretty much every lizardman model I own but I am open to picking up a couple things if needed.


    Lords
    Oldblood (on foot in the saurus)
    General
    Greatweapon, Stegadon Helm, Light Armour

    Heroes
    Skink Priest (with the skirmishers)
    Level 2, Dispel Scroll, Lore of Beasts

    Core
    Saurus Warriors x 20
    FC, hand weapons

    Skink Skirmishers x 12
    Blowpipes

    Special
    Cold One Cav x 5
    FC

    Rare
    Salamander Hunting Pack x 2
    Extra Handlers

    Total: 1000pts

    My basic tactic has been roast the enemy's biggest block with sallies then move into CC with the saurus/cold ones. I've considered running the Oldblood on a cold one with the cav instead... would that be a better choice to give him more mobility?
     
  2. teufelhund
    Chameleon Skink

    teufelhund New Member

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    Re: 1000 points, revising for tournament in Feb

    I would say a cowboy would be a better option the mount does more for your armor anyhow, but if you left him in the block I would definitely spring for the ironcurse icon. You could save points just making him a scarvet instead... At a 1000pts it's important to pinch where you can... I'd drop the spawn leader and stick with just the SB and Musician in your block and drop your skink unit to 10 models and maybe squeexe in a cohort as a bunker for your priest. Also blow pipes have a tendency to lose their poison, so I'd stick with javs for the shield and quick to fire. I like the double salamander combo, but I would work in more skinks for sure... They have a tendency to be awesome in small point games. I run a similar list with a bastilidon/solar engine since it's hard to max out your magic phase at this points level; it does wonders to draw dice and gives you some more range and holds up a flank really well. Just a few thoughts. Good luck.
     

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