Hey . just startet playing lizardmen, but need a little advise on my list . Hero : Scar-vet. BSB Armor of destiny Shield Halbert -167 lvl2 Skink Priest. General Plague of tepok -115 Core : 24 Saurus ( BSB Join Here ) Hand weapon fl. Com. -294 12 Skink Skirmishers ( General Join Here ) -84 16 Skink, 2 Kroxegor fl. Com -212 Special : Stegadon -235 3 Terradon -90 Rare : 3 Razordons -225 1 salamander -75 Total 1497 .-
I would dump the razordons. Unless you really like them I have never found them to be worth it. With those points I would add one more salamander to the pack, and then try and squeeze in another scar vet to be the general. The skink priest is just too squishy and is too easily singled out. Personally I would try and get my priest to lvl 2 as well. Other than that its a pretty solid list for 1500 pt games.
thanks for replying, forgot that the skink priest is lvl 2 ... but Yes i love the razordon model, and i have heard that it can be good on a flank, so i will try that out sooner or later.
I still would drop one razor for one sallie. Sallie's in my experience perform much better when they are twin linked (bad 40k joke). One alone just seems to not cut it. Getting the 3 extra handlers is pretty nice also. Let me know how the razordons work for you.
Ok here's My tip: 1. Drop all razordons and put in another Sally. 2. Exchange terrordons and SKrox Unit With another saurus block. 3. Go for à heavy combat list- don't fire the stegadons giant bow, march and try to get your qute little pet in combat instead, D6+1 (plus 3 S5 hits) and it won't tske you long to pick down whatever Unit you're up against. 4. Use your priest carefull as you don't want to loose him too early. 5. Scar-vet Will just bash some more, that's always good Instead, Give your skinks jav's and shields, I've found out that those 6s really workshop for you There ya go!
Putting your only skink shaman into a unit of just 12 skirmishers is a risky strategy. There are so many spells that can nuke a small unit, and countless things that could send it running, your only mage in tow, right off the battlefield. Either bump up the numbers or put him somewhere more stable. Razordons are, unfortunately, a little useless. The basic principle is there, but in reality they don't do much except against light cavalry. With those points you could have two groups of two sallies protecting your flanks, they will do a lot more damage, trust me! A little group of chameleons can do wonders at getting your hard-hitting units into battle. I've found that players will prioritise them in the first turn or two at the expense of your approaching stegadon. A small unit of 5 sets you back 60 points and adds another string to your bow. Finally, not enough saurus! They're your greatest asset and will win you more games than terradons, sallies and razordons combined!