8th Ed. 1500 pts for local tournament

Discussion in 'Lizardmen Army Lists' started by Mortheim, Sep 8, 2014.

  1. Mortheim
    Skink

    Mortheim Member

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    Decided to participate in tournament (friend invited). I've played some small (750-1500 pts) games in local club, but with another list.
    If you won't mind, i want to ask for advices and help :3

    Lord (251 pts):
    Cowboy-oldblood (cold one, great weapon, armor of destiny, dawnstone).

    Heroes (314 pts):
    Skink chief on ripper (light armor, enchanted shield, spear).
    Skink priest (lvl 2 wizard, dispell scroll, lore of beasts).
    Skink priest (lvl 2 wizard, lore of beasts)

    Core (508 pts):
    18x Saurus warriors (spears, full command).
    20x Skink skirmishers (javelin and shield).
    20x Skink skirmishers (javelin and shield).


    Special (414 pts):
    Bastiladon with SE.
    4x Ripperdactyls.
    8x Chameleon Skinks.



    I'm not sure about 2 units of skirmishers, but i don't have enough experience with cohorts.
    Also, lvl 2 wizards maybe is not the best idea, but i want to get additional +1 on cast (and a little bigeer result of getting "savage beast of horrors").
    And i'm not sure, if i should made BSB from my chief.

    I will be greatful for any advices.
     
  2. teufelhund
    Chameleon Skink

    teufelhund New Member

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    It's a pretty solid and balnced list, but only if you break your two units of 20 skirmishers into 4 units of 10. they are essentially the chaff and harrassers in your army so they work well in pairs, but more chaff is always better. If you like the idea of larger units 13 is also a popular number because now 4 skinks need to be killed to cause a panic check; that'd give you 3 units. 1500 pts is about as big as you can go and not take a BSB although personally I would take one. Perhaps a scar-vet in lieu of the bastilladon/chief since he'll be a cannon magnet, then the two level 2's might not be that big a deal either since you'll have 4 spells to cast and a better chance for wyssans. Best of luck to you.
     
  3. JamJar
    Temple Guard

    JamJar Well-Known Member

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    I would also split the Skirmishers into 3 or 4 units. It allows more flexibility when deploying rather than having to place each of both sides of the Saurus unit (If you do). A third or fourth unit of Skirmishers allows another expendable unit that could take on war machines, harass the same/larger unit, spread your deployment to stop scouts... etc. You just have to watch out for those panic test if the unit is too small. I often take units of 14. Then again the Bastiladon should take care of a flank, so that sort of evens it.

    In 1500 I often take 2 lvl 2, Heavens & Beasts only for Wyssan's and Iceshard/Comet though. I think the priests are fine, nothing wrong with double Beasts.


    The list looks very nice and should do good either way :)
     
  4. Mortheim
    Skink

    Mortheim Member

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    4x10 would be great to redirect charges, but 3x13 could deal a little bit more dmg (so, charge -s&s/flee - overrun/pursue).

    I think, i won't take BsB for now. I'll use Rippers with Old-Blood, so they can use his LD and charge in flank whatever he charges. Also, i'll have one unit of 13/10 ss with jav and shield near Old Blood, so they can "Look out,Sir!".

    I'd see DE army and have a problem - his main force is cold one bus with 2 masters (all 1+ save). Also, he has 2 units of 5 Doomlocks. Any ideas, how can improve list to deal with them?


    Yeah, sure :3

    Basti was taken to held one of the flangs and use his laser.


    2 beasts with 2 wyssan could buff your saurus (or whatever you want) with +2t and +2s. So, warriors get 6 str with 6 toughness.





    Many thanks to you, guys :3 :D
     

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