8th Ed. 1500 All Comers List

Discussion in 'Lizardmen Army Lists' started by Devean, Aug 3, 2012.

  1. Devean
    Saurus

    Devean Member

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    Hi all!

    So, I've been experimenting with a few different styles of play (lores of magic, skrox units, temple guard, terradons etc.) and come up with a list I think is reasonably strong. Your comments and/or criticisms are welcome. So, without any further ado:

    Lord: 365

    Slann (Becalming, Rumination, life)
    - BSB, Plaque of Tepok

    Hero: 90

    Skink Priest
    - Dispel Scroll

    Core: 385

    20 x Saurus Warriors
    -Banner, musician

    11 x Skink Skirmishers
    -BP's

    10 x Skink Skirmishers
    -BP's

    Special: 507

    6 x Cham Skinks

    10 x Temple Guard
    - Command (Champ with charmed shield)

    Stegadon

    Rare: 150

    2 x Salamander


    The things I like about this list are:
    1) Having three combat blocks which are all capable of being quite threatening (TG will most often have a 4+ ward save...hopefully),
    2) Having decent magic defense (TG with slann allow me to move slann up 1st turn and 'becalm' enemy wizards)
    3) Having a few good, supporting units (skirmishers and salamanders)

    One thing I'd like to do better (but cant fit in) are more chameleons or terradons for war machine hunting- those empire cannons are crazy good!

    Anyway, I'd appreciate any feedback you may have, thanks!
     
  2. MOMUS
    Cold One

    MOMUS New Member

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    Three combat blocks?
     
  3. Skubzilla
    Skink

    Skubzilla New Member

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    I don't think the temple guard have a 4+ wardsave. You may be referring to the Slann's 4+ ward save but I was, and am, under the impression that only applies to the Slann, and not a slann's accompanying unit. You could throw an iron curse icon or something on the unit to give the entire unit a wardsave (against war machines) but ya temple guard don't have a ward save. Unless of course you meant an armor save, in which case, with the scaly skink and the light armor, they have a 4+ armor save... but ya, correct me if I'm wrong, but they don't have a ward save.
     
  4. Wiggus
    Saurus

    Wiggus New Member

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    temple guard are 3+ scaly light armour and shield. Slann ward saves are not spread onto the unit im afraid.
    I have to ask though why BP on the skink skirmishers (is it purely a matter of what they have been built with) I personally find javelins more useful as i tend to keep moving and being able to march and fire gives me a 24" shooting range as i find i normally have to keep my bp skinks either static or risk not getting poisoned shots.
     
  5. Devean
    Saurus

    Devean Member

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    Thanks for the responses guys- you are all absolutely correct with your statements. Unfortunately, it seems I didn't explain myself well enough- so let me try again here :)

    @MOMUS - Technically they aren't three combat blocks but I was referring to the saurus, the temple guard and the stegadon. Each of them has potential to do serious damage to other units. Having three of these grants more versatility and more likelihood of counter charges. (Perhaps I should have said combat units?) Having said that, I would prefer more temple guard (but can't fit more in!)

    @skubzilla - Nope, they sure don't have a 4+ ward save. I was referring to the signature spell in life which grants a 4+/5+ regen save depending on whether throne of vines is active. I should have said regen, not ward save- sorry about that. My confidence on being able to get this off consistently is a combination of having the plaque of tepok (5 spells) and rumination on the Slann. Sorry for the confusion there :)

    @Wiggus - Yep, TG have a 3+ AS (4+ in combat as they can't use the shields). The reason I like the BP's is, quite simply, the double shots. Excluding the effects of cover/skirmishers I can almost always still fire at least one shot each (hitting on 6's) with the BP's at 24" range. I will generally target monsters, war machines, light flankers etc. with them (or use them as cover if I'm against lots of dark elf repeater crossbows). This means that the double amount of poison shots is even more effective (against high toughness troops). Anyway, that's mostly why I like BP's although I understand why you like javlins (if it helps I have 5 javs on the stegadon :p )

    Again, thanks for your replies and getting me to clarify some things I didn't explain very well :)
     
  6. Wiggus
    Saurus

    Wiggus New Member

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    just want to point out that TG still have 3+ in combat you still get the +1AS in combat just not the parry save. At least thats how everyone ive ever played has ruled it including a number or tournaments
     
  7. Devean
    Saurus

    Devean Member

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    OK, fair enough. I can't find any specific rules in the rulebook or FAQ but I have assumed (and played in tournaments :)) that a model using two hands on a weapon can't then also use a shield to gain that AS. Of course, against ranged attacks they would be able to use their shields. I've checked on a couple of other forums and this is the consensus view.

    This approach makes sense to me but I'm happy to be wrong- does anybody else know the answer?
     
  8. MOMUS
    Cold One

    MOMUS New Member

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    Ok just checking you didnt miss something.
    I think its a nice list at this points level, you are right you cannot use the shield in combat for AS or parry (you can only use it against shooting).
     
  9. SeBM
    Terradon

    SeBM New Member

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    You do not benefit from the shield in close combat since you MUST use the halberd which requires two hand. I feel like the Skink Priest has no real place unless you are really just looking for a scroll caddy which isn't that necessary since you are using a Slann with becalming. I'd try to fit in 16 TG instead of just 10, you'll find out that against certain armies, you'll need the extra bodies to grind out your opponent. I also think that 2 Salamanders are overkill at this point and would only take one but I would get the extra snack.
     
  10. Dartdon
    Skink

    Dartdon New Member

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    I suppose I will be the one to piss all over the Steggy, bringing just one in a point list like this is just begging for a giant rock to waste away your 200+ point dino turn one. Better off dropping him and a squad of skinks and adding some more TG and another squad of warriors.
     
  11. Wiggus
    Saurus

    Wiggus New Member

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    believe it or not despite no-one ever showing me the rule to the contrary and indeed people here couldn't find it i have just found it myself pg 75 special rules for requires two hands. states that a shield cant not give any benefit in close combat
     
  12. MOMUS
    Cold One

    MOMUS New Member

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    ?? If you read the thread three people have corrected your mistake already.:)
     
  13. Devean
    Saurus

    Devean Member

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    To be fair to Wiggus, he's right- we didn't show him the exact rule in the book- anyway, I'm glad we're all clear on that topic now.

    Based on everybody's suggestions, I've made a (hopefully improved) list. I agree with many of your thoughts and have tried to incorporate them here. The major changes are in the slann build and getting rid of the stegadon. Here 'tis!

    Lord: 375

    Slann (Becalming, Rumination, light)
    - BSB, Earthing Rod

    Hero: 90

    Skink Priest
    - Dispel Scroll

    Core: 382

    25 x Saurus Warriors
    -Command

    11 x Skink Skirmishers
    -BP's

    Special: 501

    6 x Cham Skinks

    19 x Temple Guard
    - Command

    3 x Terradons

    Rare: 150

    2 x Salamander

    Now, to justify myself...

    - I changed the slann to light because I played with it the other day and found out how amazing those 'bubble effect' augments are- they won me the game essentially. I don't want to start another light vs. life debate (there's already heaps of those) but, at least for now, I'm thinking light looks pretty good for my army/play style.

    - I'm keeping the skink priest because I need a dispel scroll and can't figure out how to effectively give it to the slann (want to keep the disciplines I have, need *some* miscast protection and like having the BSB). Granted, it's an expensive dispel scroll but the extra channel doesn't hurt either.

    - I don't need 19 TG (would prefer around 14- running 6 wide) but couldn't figure out how to effectively spend the ~80 points. One idea was to get rid of the terradons and have a scar vet on cold one with the crown of command. Any (good) ideas will be deeply pondered :jawdrop:
     
  14. SeBM
    Terradon

    SeBM New Member

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    If you want miscast protection, you need Life or Cupped Hand and you went for Light and Earthing Rod. Not sure if it is a mistake. Also, dropping the Stegadon is ok, but if you really want to play it, you shouldn't drop it. While the canon argument is sound, not every army has a canon, and even then, if they don't shoot your Steg, they will be shooting your precious Saurus and TG.

    So while my Steg sometimes gets smoked by shooting, it's often worth noting that it's not something else that did!
     
  15. Wiggus
    Saurus

    Wiggus New Member

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    funny correcting it without providing a rules reference means nothing its purely some guy on the internet says, and indeed most of the people who said its been played that way couldnt actually provide the rules reference im funny that way i want to see a rule in black and white
     
  16. SeBM
    Terradon

    SeBM New Member

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    Well we could've have given you a page but it seemed so obvious as a rule that I didn't bother. Next time I correct you, I'll be sure to give you the page reference!
     
  17. Wiggus
    Saurus

    Wiggus New Member

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    if you dropped the TG to 14 like you want you could change the earthing rod for cupped hands which i think you will find more useful you could also get some extra bait for those salamanders maybe even boost the skink to lvl 2 i know you didnt really want him but perhaps if you got to have him you can make him a bit more of a threat allowing you have two dice at getting the comet and being able to switch to the signature which i always take with at least one skink
     
  18. Dartdon
    Skink

    Dartdon New Member

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    the way the list is set up right now there is no way that he can just drop the rod and add cupped hands because he will be over the allotted points for his Lord, I assume this is why he went with the rod in the first place over cupped hands. I feel like this list is lacking a really strong killy unit, and without life there is no ability to win through attrition. I am never for the idea of decreasing a TG squad when it comes to protecting your Slann, but in a case like this you might just want to and grab another block of warriors and throw the Slan in there, since he is your bsb anyway. Keep his unit back and use the skink to channel your magic into the enemy. Essentially you want to use cham skinks and terradons to destroy any ranged units that your opponent has and then basically try to out range him with your magic spells and sallys.
     
  19. Kharn The Betrayer
    Razordon

    Kharn The Betrayer New Member

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    The list looks good, though I'd trade becalming for mystery (not too many lvl 4s to stop at this lvl of points) but other than that looks great ;)
     
  20. MOMUS
    Cold One

    MOMUS New Member

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    I like the new list although im not sure you will need the TG over a larger block of saurus, i too think that becalming and a dispel scroll is probably overkill at this level. Why not drop becalming for soul of stone and that way have built in miscast protection. It mena syou can swap the rod for the extra spell plaque.



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