7th Ed. 1000 pts.

Discussion in 'Lizardmen Army Lists' started by asrodrig, Nov 9, 2008.

  1. asrodrig
    Carnasaur

    asrodrig New Member

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    How's this?

    Saurus Scar-Veteran 138 points
    with light armour, shield, Great weapon,
    Aura of Quetzl, Venom of the Firefly Frog


    Skink Shaman 125 points
    with Extra Level, Dispel Scroll

    Skink Shaman 90 points
    with Dispel Scroll

    20 Saurus Warriors 270 points
    with hand weapon, shield, standard, Musician, and Champion

    10 Skink Skirmishers 60 points
    with javelin, shield

    20 Skink Skirmishers 140 points
    with blowpipe, Scouts

    3 Kroxigors 174 points
    with Great weapons

    Total: 997 points
     
  2. SohCahToa
    Kroxigor

    SohCahToa New Member

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    Several suggestions.

    (1) Drop the venom on the scar veteran, and give him a GW and a Jaguar pendent instead. Your list only has a unit of kroxigors, and they are not maneuverable enough to counter multiple chariots/heavy cavalry units. The additional speed given by the jaguar pendent will also allow you to close with war machines (skinks should not be relied upon to handle war machines).

    (2) Split your 20 man unit of skinks into 2 10 man units. With two units, you will be able to target, march block, and block charge arcs of enemy units twice as often. Besides, the short range of skink weaponry and penalties for long range make large units too awkward.

    (3) One skink priest is probably enough for a 1k game. If you are trying to dominate the magic phase, drop the dispel scroll and take a lvl 2 upgrade instead. If you are just trying to compete in the magic phase, drop the 2 priest and give your Saurus a blessing of Tepok (more likely to stay around) and your remaining skink priest a diadem of power. At 1k, you are not going to see spells with 12+ casting value, so 2 additional dispel dice a turn will normally translate into a better defensive situation. Not only that, but in 1k you might run into lists with only a scroll caddie, meaning that you can turn that into two more power dice (you can only use 3 power dice on a spell, and with two spells you would use the 6 dice exactly).

    Or instead, you could drop the second priest and shave off some points here and there to fit in a 2-3 strong unit of Salamanders. At 1k Salamanders are absolutely deadly as they have more space to maneuver and less fast units to contend with.
     

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