8th Ed. 1000 pts list vs Dark Elves

Discussion in 'Lizardmen Army Lists' started by Sunchax, Oct 31, 2013.

  1. Sunchax
    Saurus

    Sunchax Member

    Messages:
    96
    Likes Received:
    0
    Trophy Points:
    6
    Soo, i will play my new lizardmen army for first time tomorrow against a Dark Elves playes. 1000 pts.

    I was thinking about these lines:

    Oldblood

    Skink priest lvl 2

    Saurus x 20 + full command

    Skink skirmishers x 10

    Charmilion skinks x 5

    Bastilidon (Solar engine)

    Salamanders x 2


    I think that this might work, but i am not sure at all.
    I guess he will have bolt throwers and hydras and stuff.

    So i wonder if you guys could help me with some pro-tips.
    What items should i have on heros? (i really need help here)
    Is it good to have a lvl 2 priest?
    Can he join the skinks? Should he?

    Should i have the old blood in my saurus unit or solo? On foot or on cold on?

    Maybe i should free points for a old blood cowboy and a scar-vet in my unit?

    So, if anyone here have time to help me it would be awesome!
     
  2. VampTeddy
    Terradon

    VampTeddy Active Member

    Messages:
    596
    Likes Received:
    84
    Trophy Points:
    28
    i'd mount the old one for a good armor save and a holdup force to be reckoned with, and give him armor of destiny.

    Problem is that with what you wrote down that makes 1005 points, and the only place we can fetch those points is by your Priest.

    Making him lvl 1 gives us the option to make the oldblod as 1+, Ward 4+, and give him a great weapon - even earning us 14 points spare, which i'd use to get 6 chameleons. After all bolt throwers have 2 crew, and 6 x12 shots make 6 the lucky number of chamo's.

    I DO like having a lvl 2 wizard personally, but with the Bastiladon i don't think you'll suffer for it.

    O think your list lookes solid anyways though.

    if you want to keep a lvl 2 priest you could go dragonhelm, dawnstone, CO on the oldblood still making him a tough nut to crack, and earning you 5 points leftovers (sadly 1 below a great weapon) - that could give you an extra handler for one salamander.



    I'd root for option one, but option 2 ain't bad either.

    Alternatively, for the third option - oldblood on foot with the last build (dragon helm, dawnstone) will allow you to get a dispel scroll, but the save won't be worth it (3+) for a 180 point model.

    i suggest going with my first option, or the second one if you feel you want the lvl 2 priest.

    nr 1 gives you a powerful oldblood that can tank most enemy stuff, and wreck stuff as well with 5 str 7 PF attacks.
    I feel the bastiladon makes up for your lack of a lvl 2 priest here.


    option nr 2 provides a still tanky oldblood that will still hold his own against some stuff and dish out 5 str 5 PF attacks.
    This option also allows you to have a lvl 2 wizard, which means +1 to dispel or cast and an extra spell.
    i feel your bastiladon will make your magic phase more powerful with a lvl 2 priest, but you may
    experience 1 or 2 magic phases where you can't use the last spell you have. (generally stil worth it for the magic).

    I don't know if anyone can come up with a better secondary OB build to match your list.


    sorry about the confusing reply, hope it's understandable enough :)
     
  3. Sunchax
    Saurus

    Sunchax Member

    Messages:
    96
    Likes Received:
    0
    Trophy Points:
    6
    Thanks a lot VampTeddy!

    I must confess that i do not know how exactly the solar engine works, do i use my winds of magic dices to throw it? And if so, how much do i need to roll?

    I really like the idea of a cowboy with great weapon and ward save!

    Can i not steal some points from the saurus models to afford both that and a lvl 2 priest?

    Or is it better to do either A or B.
     
  4. hdctambien
    Terradon

    hdctambien Active Member

    Messages:
    579
    Likes Received:
    49
    Trophy Points:
    28
    You probably don't want to go below 20 Saurus, even at 1000 points. Although, by my math what you listed is only 915 points before magic items.

    If my math there is correct then I think you've got a few points to play with while keeping the Level 2 priest. Dropping the priest down to Level 1 definitely opens up your options, though.

    If your opponent runs pretty much any wizard, he's gonna kill you in the magic phase even if you have a level 2 priest.

    I think your best shot is going to be to do something like this:

    1) Drop the priest to level 1. Take Beasts and I wouldn't even bother rolling for spells. Just take Wyssans.
    2) Give your priest the Dispel Scroll.
    3) Drop one Saurus out of the 20 block. Your Old Blood on foot will take his place.
    4) Give the Old Blood: Great Weapon, Armor of Destiny, Iron Curse Icon, Luck Stone. That will give him a 2+ save (reroll the first failed), 4+ ward and +2 strength. He will ASL, but elves ASF so you'll never even notice the difference. Plus, your unit will have a 6+ ward vs the Bold Throwers.

    You can put a priest into a unit of skinks. He'd get a 2+ look out sir that way. However, since you've only got 1 unit of skinks and 1 unit of chameleons you probably want to use them more tactically than a Priest Bunker.

    I would keep your Priest hidden 3" or less behind the Saurus. That way he will get a 4+ lookout sir. In your magic phase throw a few dice at your Bastilidon (hopefully that will draw out some dispel dice), then throw the rest of your dice at Wyssans on the Saurus. The +1T will really help them survive the Bolt Throwers... I have nightmares about those Bolt Throwers...

    Then you can use your Skinks to redirect a hydra or infantry block into a good position for your Saurus to charge them (I've killed 2 Hydras with Skinks. Once against an old Hydra in hand to hand with Skinks that were enfeebled to 1 Strength! Skinks love the taste of Hydra blood!)


    The Solar Engine has a Power Level of 3. That means you have to roll 3+ on as many power dice as you want to throw in order to cast it. You can do this without a mage, but you never add any wizard levels to your roll. Your opponent can try to dispel the Solar Engine as normal, including adding his wizard level to his roll.

    You can roll as many dice as you want at the engine. Usually you would only throw 1, or maybe 2 dice at it. But since you only have 1 level 1 priest you might as well throw X-6 dice at the engine, where X is all of your winds of magic dice. (or X - "how many dice you want to put into Wyssans") Nothing bad happens if you miscast with the Solar Engine.
     
  5. hdctambien
    Terradon

    hdctambien Active Member

    Messages:
    579
    Likes Received:
    49
    Trophy Points:
    28
    So, I just realized that I did 1000-915 = 45 remaining points. But it's actually 85 remaining points.

    Again, if my math getting 915 was correct (It's late and my math skills are already asleep) I think this would be a better Old Blood build:


    Old Blood: Armor of Destiny, Piranha Blade, Shield.

    That gives you 1+ save, 4+ ward, armor piercing, d3 wounds. You lose the 6+ ward vs bolt throwers, but the Piranha blade makes the Old Blood a Hydra and Elf Character killing machine.
     
  6. VampTeddy
    Terradon

    VampTeddy Active Member

    Messages:
    596
    Likes Received:
    84
    Trophy Points:
    28
    I like the latter build as well (the post above).

    Really i'd go for that or the first one i mentioned (A), or the latest one here.

    The latest one has one great advantage that i was searching for as well (and the CO costs us that), a dispel scroll which can really help you if your opponent gets a great magic phase :)!

    So either do the latter or the first, if you're afraid of magic (and you should be), probably the latter :)


    EDIT: The solar engine uses magic dice yes. and you need to roll the bounder power lvl or above. (3+)
     
  7. Sunchax
    Saurus

    Sunchax Member

    Messages:
    96
    Likes Received:
    0
    Trophy Points:
    6
    I did vampteddys option A, it felt fun to have a mobil hero. Qlso i used a old skink rider on a cold one for proxy, so it felt extra motivated.

    I faced several darkspears (?).

    5 knights.

    One karibyss (?)

    One bolt thrower

    10 repeater crossbows

    1 lvl 2 sorcerer.

    The magic went his way all the time, 2x6s vs my 3 dice dispell first turn =p

    But i manage to win quite big.

    I had a salamder eat his crew, go frenzy and kill a karibyss(?) With two wounds left on his own. Dying in the process, that was random and epic.

    We where rather slow with a lot of rule checking but it was a lot of fun!

    Thanks for help you guys!
     
  8. Sunchax
    Saurus

    Sunchax Member

    Messages:
    96
    Likes Received:
    0
    Trophy Points:
    6
    Just wanted to say that this far i have won 5 out of 5 matches with this list. I made some changes tho, that i feel made it even stronger.

    Played dark elves 3 times. One orc player and one skaven player.

    Thanks a lot for help. Love the cowboy hero, he always take out knight units singlehandedly.
     
  9. VampTeddy
    Terradon

    VampTeddy Active Member

    Messages:
    596
    Likes Received:
    84
    Trophy Points:
    28
    Lizards are strong at 1K ;)
     

Share This Page