7th Ed. 1000pts from the Batallion set

Discussion in 'Lizardmen Army Lists' started by Starblayde, Jan 1, 2010.

  1. Starblayde
    Skink

    Starblayde New Member

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    With only the Batallion to play with atm, here's what I came up with for a thousand point army. Deliberately no magic at this point, as I have no idea how magic works in WFB yet (other than people rolling random numbers of dice and saying 'casting on <randomnumber>'). So, having assembled & undercoated everything, painted up the Skinks and most of the way through painting the Saurus Warriors, here's my first list, coming in at a total of 992 points.

    In its first game on New Year's Eve this froce destroyed a Gobbo army, with the Cavalry performing abysmally (partly due to forgetting they caused Fear and also were Stupid), with the Scar vet eventually running off the field in the face of a unit of 25 gobbo spearmen, but at least he had cut down the Big Boss in single combat first. On the other hand the Saurus unit (eventually) swept all before it while the Skinks were very good, making multiple units break and finally finishing off a troll.

    So, what I'm after now is advice on how to refine this list within 1000pts and also advance it further. Thanks in advance!
     
  2. Bibamus
    Bastiladon

    Bibamus New Member

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    spells: you need to roll a certain number for it to work. you use 1-3 dice (in case of lvl 2 skink) to do so and add the numbers rolled to get that value. if you scced the spell works, if not, no.
    quite easy :p
     
  3. Starblayde
    Skink

    Starblayde New Member

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    Ah, now it actually makes a bit of sense. Thanks :)
     
  4. Khakorlot
    Saurus

    Khakorlot New Member

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    Well i'd drop the spear and the shield on the scar vet and take an enchanted shield for extra defence.

    I'd also drop the cavalry down to around 5 or 6, 7 is a bit too much, and 5 plus the scar vet allows you play them 6 wide as a unit.

    Drop the champion on the saurus (it's not worth it) and the Temple Guard (for the same reason) and drop the saurus numbers down to about 15, also drop the brave from the skinks.

    Summary: I'd drop the saurus cav down to 5, drop the skink brave, drop the champions from the saurus and TG units and drop the saurus down to 15 along with ridding the scar vet of a shield and spear.

    In return, give the scar vet an enchanted shield, create a new unit of 12 Saurus with spears (or 10 if you'd prefer) and use the left-over points to get a few more skinks.

    You could also turn in the temple guard for a priest (scroll caddy, (a wizard whose only magic items are dispel scrolls) he doesn't need to be anything more) and a few more saurus, or just another, larger unit of saurus and no priest.
     
  5. Starblayde
    Skink

    Starblayde New Member

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    Thanks for the advice, Khakorlot, I'll definitely sort out the Scar Vet as well as dropping the champions and Brave.

    Adding more models is tricky at this stage (what with not having any more!) but it's certainly given me something to try out.
     
  6. Starblayde
    Skink

    Starblayde New Member

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    Just played my second game with this army (with only the Scar Vet equipt changes, really) against the same player who had his 1000pt Gobbos hammered.

    This time he picked:

    Black Orc Unit + Big Boss (About 12)
    Orc Boyz (About 15)
    20-ish Gobbos with hand weapons + fanatic
    10 Gobbo Spearmen + fantatic
    20 Gobbo Archers
    2x units of 5 Spider Riders
    2x Units of 5 Wolf Riders
    2 Trolls
    1 Orc Boar Chariot

    Turn 1:
    Our armies march forward, with a few of his squabbling. My saurus through the middle, skinks through a wood on the left, Cold One on the right.

    Turn 2:
    The Cold Ones charge and destroy one of the Spider units, overrunning behind his archer lines. The Saurus Warriors miss out on charging the Trolls by a couple of inches, while the skinks drop a Black Orc. In turn the Trolls charge the Saurus Warriors but he loses the combat and doesn't flee.

    Turn 3:
    Cold Ones charge into one of the archer units, cause them to flee and then pursue into the second archer unit. The skinks drop three Black Orcs, who run (despite the boss telling them not to!), and the Saurus make the Trolls break, running them down. Two sets of fanatics are released, not managing to make it to my skinks (roling less than 8" both times).

    Turn 4:
    Another Archer unit is destroyed, causing a fleeing chain reaction (as they keep running through each other) amongst the spear and hand-weapon armed goblins, who eventually run off the table. Saurus and Cold Ones charge the Black Orcs in front and rear respectively, breaking them, and the Cold Ones run them down. Blowpipes drop one of the fanatics. His Orc boyz charge into the Saurus, but are repelled and, again, run down and destroyed.

    Turn 5:
    The Boar chariot (who, with a wolf rider unit have been running around the woods the skinks ran into in order to avoid the log jam with the orc and goblin units in front of the woods) finally charges into the rear of the Temple Guard, but loses out anyway (pathetic Tuskor charge). The remaining fanatic is throttled by his own chain. The skinks kill off the second lurking spider rider unit, and with just 5 Wolf Riders and a Chariot left, decides to throw in the towel.

    I lost five Saurus Warriors and a Temple Guard. In total. Not sure I'd have been laughing so much if it was my army that had systematically squabbled with itself before being crushed under trampling scaly feet! Great fun nonetheless, though.
     

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