7th Ed. 1500 Points o' Lizardmen

Discussion in 'Lizardmen Army Lists' started by The Hunted, Aug 6, 2009.

  1. The Hunted
    Carnasaur

    The Hunted Active Member

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    So, as the subject title said: 1500 points of Lizardmen.

    My opponents in my gaming group are: Empire, High Elf, Bretonian, O&G, WoC and Skaven.
    I myself also play Dwarves and therefore am very accustomed to a defensive style. Although I'd like to try something more all-comers than: sit back and fire.
    So, on to the list:

    Heroes:
    Scar-Veteran on Cold one, Enchanted Shield and Sword of Might.
    140 points

    Skink Priest on EotG, Dispell Scroll
    380 points

    Core:
    15 Saurus Warriors,
    Spears, Musician
    186 points

    15 Saurus Warriors,
    Spears, Musician
    186 points

    10 skink skirmishers
    70 pints

    10 Skink skirmishers
    70 points

    10 Skink cohort
    50 points

    Special:
    4 Kroxigors
    220 points

    4 Terradons
    120 points

    Rare:
    1x Salamander
    75 points

    Total: 1497

    So, I have 2 1/2 hammers. the Kroxes and the EotG as my main hammers and the Scar-Veteran is 1/2 a Hammer because he can pucnh through many a thing.
    2 1/2 anvils, My main hammers being the Saurus of course. and the Kroxigors and/or scar veteran can take a charge as well, depending on the enemy.
    skinks, salamander, terradons and even the scar-veteran are support for the rest of the army.

    The reason I don't upgrade my skink priest or equip him further is simple. Our group doesn't play with magic a lot. But if somebody takes magic, the magic defence is insane. So now i've got all my magic defence and the nice powers from the EotG in one.

    So, what do you think about it?

    The Hunted
     
  2. thesecondman
    Temple Guard

    thesecondman New Member

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    Good, but,
    -Drop a terradon (3 with provided the same function as 4, they are costly)
    --Drop one (at least) or all of the kroxigors (lots of victory points for opponent, break quite easy).
    ---Make the saurus units 18 strong with spears (ranked 6x3). Give them champions.
    ----Put the scar vet on foot with the Charm of the Jaguar warrior with a great weapon and a ward save. Having your general subject to stupidity is not good.
    -----Get rid of the skink cohort. They are utterly pants.
    ------More skink skirmishers.

    Good luck, have fun
     
  3. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

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    Skink cohorts are actually very useful....for flanking, setting up charges, sacrificial units (drawing out fanatics....)
     
  4. thesecondman
    Temple Guard

    thesecondman New Member

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    Firstly, OP, read --
    http://www.lustria-online.com/viewtopic.php?f=15&t=1701&st=0&sk=t&sd=a

    This is a hotly debated topic, but skirmishers are superior. Why?

    FOR FLANKING - Cohorts flank a unit, kill nothing or one model cos they hit like wet noodles. Opponent attacks them instead of your other unit (the one we presume has charged them in the front). They die much easier than the unit in the opponents front, as they have tougness and weapons skill 2. Strength 4 troops (common enough nowadys) wound them on twos. What happens? Well, your opponent gets lots of free combat resolution from the skinks, the skinks lose their rank at least, and if the opponent reduces the unit to less than 5 (not very difficult at all with a multiple attack unit) the opponent gets to keep his ranks as well and the cohorts even lose the +1 for flanking. = bad.

    FOR SETTING UP CHARGES - Skink skirmishers are better. Why? To be fair they are as good as cohorts at fleeing from charges, but they can move around your units more fluidly to get in position with greater ease.

    AS SACRIFICIAL UNITS - Skirmishers better at screening arrow fire due to skirmishing. They can draw out fanatics as well as cohorts.

    ADDITIONALLY - Skirmishers are better at shooting, move more fluidly in all situations, move through terrain without penalty, and take up less (or more if spread out) room in your deployment zone and moving battle line. Additionally, skirmishers can always march if an enemy unit is within 8". Cohorts cannot. So they're faster too.
     

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