8th Ed. 1200 My first go at the lizards!

Discussion in 'Lizardmen Army Lists' started by Gammal, Dec 3, 2012.

  1. Gammal
    Jungle Swarm

    Gammal New Member

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    Hello guys!
    So ive been playing warhammer for quite a while, never been much of a competative player, but I love a challenge, and I always find it fun to win with "hard" armies.
    But as of late, I feel like getting something hard and steadfast.
    And after loosing my entire WE army (lost on a plane transfer) I thought this would be a good opportunity to try something new.
    Here goes.



    The list will be at first 1200, but the goal is 2400.
    If possible I would like to exclude a slann, but I might take a small version of him in 2400.
    Here is my first draft for 1200, please have a look!


    1 Saurus Scar-Veteran

    This saurus does not have any gear at all... and im slightly over my points allowance...

    1 Skink Priest
    Magic Level 1; Lore of Heaven
    Diadem of Power


    17 Saurus Warriors
    Spear; Shield; FC

    18 Saurus Warriors
    Spear; Shield; Standard

    10 Skink Skirmishers
    Blowpipe

    10 Skink Skirmishers
    Blowpipe

    5 Cold One Cavalry
    Spear; Shield; Musician

    3 Terradon Riders
    Javelin

    2 Razordon Hunting Packs
    6 Skink Handlers

    Models in Army: 70


    Total Army Cost: 1202.0


    Pretty basic I think.
    Thoughts? :D
     
  2. Rhodium
    Kroxigor

    Rhodium New Member

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    Right idea brewing

    Salamanders are far superior to razordons in every way and should be swapped

    Saurus should be equipped with hand weapon shield not spears, especially in units less than thirty

    You want some gear on your scar vet, he isn't that tough naked!
    You also want some offensive magic, maybe a ruby ring of ruin on the priest to keep it interesting

    In order to save points:
    You have saved points by removing spears,
    I would either
    Get rid of the cold one cav, spend points on equipment and increase the saurus units up to 20 or 24 ( haven't worked out the points)
    Or
    Get rid of one of the saurus blocks, make the other one about 30 men, stick the scar vet on a cold one with equipment and run him in the cold one unit
     
  3. Gammal
    Jungle Swarm

    Gammal New Member

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    I know salamanders are good, but I dont agree that they are better on all accounts, suggestion noted )same points so wont be a hassle to swap)

    Yes, the oldblood really needs gear.

    Spears are just 1pts each, and while taking away the "tarpit" feel, I still get 6 extra attacks... I dont really see the point with just Hw/sh.
    Ive read many arguments both for and against it, and my own conclusion is that spears are cool, and far from a waste of points.

    On the note on making the unit bigger by combinding them.
    While this would make the spears even better, and the block would become much more threatening, it would also mean that I only have 1 combat unit, and spells like dwellers or PoS becomes much more potent.

    I was thinking of advancing up center with one unit, while sticking the other on the flank.
    Cold ones would take care of the other flank, while razordon/salamanders would provide a way to shut down enemy attack routes.
    The 2 skink units will move ahead of each lizard block to pick of things like flyers and fast chav.

    Im debating removing terradons, and just putting the vet on a cold one, and depeninding on the game im playing, either run him as a cowboy, or just stick him in the CO unit.

    On that note, if I do as u suggest, and remove the CO, what would I use for a hammer?
    Lets say I get my blocks combined 30ish strong, and they get tarpitted. Then I would have nothing to break with from the flanks.
    To counter this I would have to make the skinks bigger so they can negate rank bonus from the flank.
    It also feels like im limiting my options during the game by doing thís, this is supposed to be an offensive list, not something you have back with.

    Do you get my point?
    Sorry for the bad grammar :).
     
  4. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    I would never field spear Saurus in groups less than 20. You need to maintain 15 models to get full benefit from the spears (assuming you are running them five wide). The few times I go with spears I aim to have 30 Saurus in the blocks give or take whatever amount will let me balance on my points limit exactly.

    As your main combat block, Saurus draw a lot of missile fire. They have Intiative 1 so they attack after everyone but zombies and great weapon troops. I believe spear Saurus are worth the extra point, when the unit is large. Whether do to you having to charge, being shot at with artillery or spells, plan as if your Saurus will be five models down before you get to use spears for the first time in any battle.
     
  5. Gammal
    Jungle Swarm

    Gammal New Member

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    Thanks for the input.

    Im at work now, so cant post the updated version of the list. But here are the things im thinking about doing, and some input on these would be greatly appriciated!

    Change saurus to 24 and 20. Keeping spears, but adding 1 extra rank to each group.

    Removing CO group and replacing them with a cowboy scar vet, would really love a good build for this guys.
    Is gw the way to go? Is Crown of Command a must?

    Putting razordons/salamanders in 2groups of 1.


    So without all the info it would look something like this

    Scar-vet on cold one + gear

    Skink Priest
    Diadem of power

    24 Saurus +Spears
    20 Saurus + Spears
    10 skinks Blow pipe
    10 skinks Blow pipe

    3 Terradon Riders

    Salamander/razordon

    Salamander/ razordon (if I go with razordons I will prolly put them in the same grp)

    Thoughts?
     
  6. Gammal
    Jungle Swarm

    Gammal New Member

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    So ive been tweaking back and forth, and while I like razordons over salamanders, I just cant swap one for the other.
    So I descided to take them both.
    What had to go? Well, my scar-vet on a CO.
    here is the list, tell me what you think

    Info: This is supposed to be an allcommers list with focus on harass and close combat.


    1 Skink Priest @ 115.0 Pts
    Magic Level 1; Lore of Heaven
    Diadem of Power
    Ruby Ring of Ruin

    24 Saurus Warriors
    Spear; Shield

    24 Saurus Warriors
    Spear; Shield

    10 Skink Skirmishers
    Blowpipe

    10 Skink Skirmishers
    Blowpipe

    6 Chameleon Skinks
    Blowpipe

    2 Razordon Hunting Packs
    6 Skink Handlers

    1 Salamander Hunting Packs
    3handlers

    1 Salamander Hunting Packs
    3handlers

    Models in Army: 90


    Total Army Cost: 1203.0
    Im slightly above points, but this can be fixed, I guess changing the items on the priest, or dropping one chameleon.

    Thoughts on this list?
     
  7. The Hunted
    Carnasaur

    The Hunted Active Member

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    Hey there, I just hopped over to check your list, as I play at or around this points level a lot too.

    I like the 2 solid blocks of Saurus, they will munch up a lot of enemy troops every battle.
    I also like your supporting units, with 2 skirmisher units and a chameleon unit, you can run good interference. Also, artillery and enemy light troops will also be a great target.

    Some things I don't like:
    The Ruby ring of Ruin. A Level 1 priest isn't going to get that much magic through, I'd say just forget about the offensive magic and use is just to protect your troops from harmful enemy magic.
    2 Sally/Razordon, At this points level I would advise to drop the Razordon. They can be cool and sometimes be usefull, but not at this points level. The salamander simply outclasses the razordon in smaller games, but even then you don't need 2.
    The points you save on a razordon can be used to give your Scar-Vet some solid gear, flesh out your saurus units even more or; what I like to do:

    Drop the priest, and add another Scar-vet (BSB). You will have to face the magic, but will have considerable fighting power.

    Anyway, your list looks pretty solid now, but there are some things you might want to think over twice.

    Good luck!

    The Hunted
     

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