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8th Ed. 1500 list for returning Lizardmen player vs O&G

Saurus

Hinds

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This is a list I consider using vs a friend of mine who plays Orcs and Goblins. He primarly fields Orcs and rarely many goblins. Normally likes heavy magic and uses at least some warmachines

Lords:
Slann: life, BSB, (TG bunker).
Ironcures, Plague of tepok, Focused Ruimination

Heroes
Scar Vet:
Cold one, LA, Shield, Burning blade, dawnstone

Core:
18 Saurus, full command
10 skink skirmishers
11 skink skirmishers

Special:
10x Chamo skinks (perhaps in 2 units of 5)
16x Temple Guard (TG bunker for slann), muso, standard
3x Terradons

Rare:
2x Salamanders + handlers

1500pts totalt exactly.

Any thoughts? I donøt really know if the cold one is worth it. I'd like my scar vet to go do some challenges and it might be better with a Bane Head on his General or Piranha blade?
 
split chamos
lose terradons and make your saurus warriors bigger
for the rest it looks nice:)
 
Ferocious said:
split chamos
lose terradons and make your saurus warriors bigger
for the rest it looks nice:)

I have been considering loosing the terradons myself. How good are they now? They are there to deal with possibly very annoying war machines but I have yet to try Terradons out actually. Are they not worth it?

So you want the normal saurus to be bigger? and not the temple guard with only 16?

Oh and some points and tips for the 8th edition in general would be nice. Haven't played since 6th actaully. I see ppl use chamos for dealing with warmachines too, how is that? Simply use the 2x shot at the warmachine and hope you hit the crew and not the machine? or perhaps there are a new rule about this that I have not seen?

Another ting I am considering is if I need some kind of unit for one of the flanks. I am thinking I have my TG and Saurus in the middle, Sallies on one flank and nothing on the other? I can perhaps put on Salamander on each flank ofc.

I
 
the tg are stubborn due slann,
you probably go lore of life, so they are a tough nutt to crack
your saurus unit is small for this edition

terradons are not worth it,
chameleon skinks do the work better, faster and cheaper, if used correctly
 
The advantage skinks (and chamo skinks) have vs warmachines is poison. If you hit on a 6 you get to skip rolling to wound and kill a crew member. When shooting at a warmachine the toughness of the crew = the toughness of the warmchine, making it really hard to wound. Poison skips that step.
 
Eladimir said:
The advantage skinks (and chamo skinks) have vs warmachines is poison. If you hit on a 6 you get to skip rolling to wound and kill a crew member. When shooting at a warmachine the toughness of the crew = the toughness of the warmchine, making it really hard to wound. Poison skips that step.

ohh thx. Earlier (6th edition or something) I had to randomize the hits between them and the warmachine was immune to poisons.. that explains a lot :)
 
Ohh well I ended up getting a crushing victory. I can now see why quite a few LM magic items etc. is banned in Tournaments atm. And a Slann BSB is just crazy good :)

Ended up using 3 Salamanders and no Terradons. Sallies vs Low LD armies is also amazing!

Thx for the advice everybody. I guess that next time we play, we would have to use Tourney rules, because I was clearly overpowered compared to my O&G friend
 
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