8th Ed. 1500 points for Triumph and Treachery

Discussion in 'Lizardmen Army Lists' started by Valdus, Mar 31, 2014.

  1. Valdus
    Skink

    Valdus New Member

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    Hi everyone,

    The Triumph and Treachery campaign I am playing in is moving up to 1500 points in April so it's time to upgrade my 1000 point list. We usually have 3-5 people per table, so the list needs to be able to handle pretty much anything in each game. Here's what I have been running for 1000 points:

    1000 Point List

    Saurus Oldblood - Sword of Might, Armour of Fortune, Dawnstone
    Skink Priest - Dispel Scroll, Lore of Beasts
    20 Saurus Warriors - Mus, Standard, HW/Shield, Oldblood is in here
    10 Skink Skirmishers - Blowpipes, Priest is here until they are in danger of being charged
    5 Cold One Riders - Mus,Standard
    2 Salamander Hunting Pack - Extra Handlers


    I have had pretty good results with this list (specifically the oldblood who so far has been killed once in 8 games and killed an enemy general in the other 7), except the salamanders have done almost nothing for me. I have been running both sallies in one unit except for last game where I did two units of 1 and I found that worked MUCH better. Too often with them as a pair my opponent would stick them with a fast unit and they wouldn't get to use their fire attacks at all.

    The Cold One Riders have been really hit or miss. Against Ogres they broke two of the three ogre units without a single casualty and basically won the game by themselves. Against Warriors of Chaos and Vampire Counts they didn't even get to attack before they were wiped out. I can't decide if I like them or not.

    Here's what I am thinking for moving up:

    1500 Point List

    Saurus Scar-Veteran - Cold One, Armour of Destiny, Great Weapon
    Saurus Oldblood - Gold Sigil Sword, Armour of Fortune, Dawnstone
    Tetto'eko
    10 Skink Skirmishers - Blowpipes
    10 Skink Skirmishers - Jav/Shield
    20 Saurus Warriors - Mus, Standard, HW/Shield, oldblood in this unit
    10 Skink Cohort - Jav/Shield, Tetto's bunker
    5 Cold One Riders - Mus, Standard, cowboy rides with them
    1 Salamander Hunting Pack
    1 Ancient Stegadon - Unstoppable Stampede, Sharpened Horns, Giant Blowpipes

    I added some more skinks, replaced the Beasts priest with Tetto'eko, added a cowboy, added an ancient steg and removed 1 salamander. I am considering removing Unstoppable Stampede in order to get the points to upgrade the Oldblood's weapon to Sword of Might. I need to keep him with a magic weapon as where I play lists with significant amounts of ethereal units are common.

    Any suggestions on the 1500 point list? Should I drop the scar vet and take a beasts priest instead or beef up the saurus block to 30?
     
  2. conquahex
    Skink

    conquahex New Member

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    Ok, well granted I don't know how the meta is where you play, but I would say you have too few units at 1500 pts. Think you'll be able to deal with huge units of steadfast skaven slaves? Also I tend to like bsb's to keep the skinks in line. Wouldn't be hard for you to squeeze one in.
     
  3. Noveltyboy
    Skink

    Noveltyboy New Member

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    If your only running 10skinks for tetto are you not better off with skirmishers? Makes you harder to hit and reduces effects of certain miscasts. The stampede on steg is bit pants for just +1 attack on the charge.
     
  4. Valdus
    Skink

    Valdus New Member

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    Thanks for the advice... the game was this past weekend so I finally got a chance to give the list a try. I ended up dropping the skink cohort, dropping unstoppable stampede, giving the oldblood a GW, taking another rank of saurus warriors and making the scar vet a BSB.

    Overall, it worked quite well. I ended up deployed across from a goblin army, with beastmen and wood elves on the other half of the table. We were far enough apart that it was closer to two 1v1 games than a Triumph and Treachery 4 player free for all. Tetto and the ancient steg were superstars, with Tetto getting off an awesome Chain Lightning that hit 4 units for 6 hits per unit, killing off 3 of the units. The single salamander was also easier to move around and was perceived as less of a threat than when I ran two together so he actually got ~20 goblin kills through the game.

    I liked it, I'd run the same list again.
     
  5. Zwuppie
    Razordon

    Zwuppie Member

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    In your first list you have a oldblood with the following items:

    Oldblood - Sword of Might, Armour of Fortune, Dawnstone

    If you don't use a shield, why don't you give him a halberd to gain your +1 strength? Much cheaper

    Further they looks really nice! Maybe ripperdactyls? Know they are great at flanking in small battles! Bringing two units of rippers give you 2 toad markers! So two targets to choose for your rippers, that makes them really hard to deal with..
     

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