8th Ed. 1500 Tetto'Eko

Discussion in 'Lizardmen Army Lists' started by twistedmagpie, Sep 6, 2013.

  1. twistedmagpie
    Saurus

    twistedmagpie Member

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    I wanted to run this list by guys here as I'm still new to Lizardmen and see what you think.

    Lords:
    Oldblood - HW, light armour, Stegadon Helm, Talisman of Preservation (1+ 4++)

    Heroes:
    Tetto'Eko

    Core:
    Saurus Warriors x 29 - FC, shields
    Cohort x 21 - FC, poisoned attacks

    Special:
    Bastiladon - Solar Engine
    Terradon Riders - Brave & Fire Bolas

    Rare:
    Ancient Steg - Engine Of The Gods


    The aim is to get a good roll on Tetto's vanguard if possible and get into combat ASAP, buff/hex with lore of heavens spells while placing comets everywhere i don't want people to go.

    Thoughts?!?!?!?
     
  2. Hiv0r
    Chameleon Skink

    Hiv0r New Member

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    Assuming there is no limitation on the amount of dice you get at this level, the magic phase can be devastating.

    I would still go with a Slann over Tetto though. The main reason for this is because the +4 to cast will really give you an edge.

    The other reason is because one of Tetto's main strengths is in the comet. At this point level it is less likely to hit as many units and as the point values of games increase the comet only becomes a more powerful tool as it doesn't target a specific unit.

    I would choose scar vetran instead of tetto and a slann instead of the oldblood.

    The next thing I would do is to reduce the size of the skink unit down to 10. I assume its a bunker for tetto which means keep it small and don't bother about posioned attacks of full command. You should not be getting these into combat!

    Also if it ever becomes safe to do so, Tetto can leave the unit and you have a handy re-director.

    Althought I like the power of some of the units in this list at this points level (such as the engine of the gods) you certainly do lack chaff. I feel if you came across warriors or ogres they would just steam roll you without much you can throw in the way.

    Drop the cohorts to 10 and get 10 skirmishers with javelins. Drop the warriors to 25 and drop the champion to take another unit of 10 skirmishers with javelins.

    Final list would look something like:

    Slann - Scroll etc.

    Scar vet - Some kit

    Saurus warriors x 24 - muso, standard

    10 cohorts
    10 Javelins
    10 Javelins

    Bastiladon - Solar
    3 Terradons

    Ancient Steg - EoTG
     
  3. twistedmagpie
    Saurus

    twistedmagpie Member

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    I was under the impression that a Slaan wasn't really worth it unless you had temple guard. Mainly because he'll need to go in the front rank of my saurus who are my main fighting force. Or would you put him in the skinks where he would sit on the side? The other thing is he would use a lot more points, I know these points will be well spent however it makes my army much more 'magic based' rather tank combat orientated.
     
  4. Hiv0r
    Chameleon Skink

    Hiv0r New Member

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    Putting a Slann in Templeguard tends to be a terrible decision. He gets stuck there. You want your Slann to be a versatile caster and mobile. He is very resilient due to 5 wounds and a 4+ ward save.

    Your correct though a Slann will often bunker with the Saurus or the Skinks, as soon as you need the Saurus for combat or the Skinks for re-directing you jump him out behind into safety.

    Jump him between Co-horts, Javelins, Saurus or even on his own depending on whether they have lots of magic missles/cannon balls etc.

    Put it this was I sometimes run templeguard but never put the slann inside unless its turn 5/6 and I need to protect him as they have too many fliers or threats to keep him safe at the back.
     
  5. n810
    Slann

    n810 First Spawning

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    not entirely stuck, the slan can leave the temple guard this edition. :shifty:
     
  6. twistedmagpie
    Saurus

    twistedmagpie Member

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    In my current meta there are a lot of magic heavy players which is why I try to have enough magic to hold them of but not to much that it's wasted. Combat heavy lists are what work best against my usual opponents. Eg, an all tzeentch army and dark elves are my usual opponents. Both of which would out class my magic even if I went all out. Plus I'm not good at choosing which spells to cast first or how many dice to throw at them and generally end up having pretty miserable magic phases, experience isn't doing anything for me either really.

    I took tetto'eko because he's pretty decent for few points, gives me a good lot of basic spells that don't cost to much, a bunch of additional bound spells, many opponent doesn't know what I'm saving die for. While at the same time having a good combat base.
     
  7. twistedmagpie
    Saurus

    twistedmagpie Member

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    I got side tracked... The unit with a slann or tetto in is a magnet for everything my opponent has...every time, hense the unit being so big. I just can't seem to protect him if he's on his own or in a small unit. With out spending most of my points on defending him.
     
  8. twistedmagpie
    Saurus

    twistedmagpie Member

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    I thought I'd let you know how it all went....I played the list I originally posted....

    It was an intense game, we played a Dawn attack, I went first and had my army all over the place; lord with saurus on the right flank, terradons and Tetto's unit in middle with my dinos coming in on the left while my opponent playing all tzeench demons got to choose 80% of his army deployment & rolled a 6 to go first.

    I only rolled 1 for Tetto's vanguard so I was really on the back foot from the start. In the first few turns I was tryng to get myself into a stable possition while he got my saurus unit flanked in the rear with flyers and charged head on with some kind of monstrous cavelry. Thankfully and I don;t know how (seriously lucky rolls) I cleared the rear chargers on the second round of combat and got his cavelry sorted on the third. Leaving my remaining 10 saurus to traverse most of the board to join the remaining fight.

    on the other side of the board we had a bit of a stand off between his monster (Deamon with the canon on it's back) and my steg & bastilodon. I fired everything at it; Terradons dropped rocks and all spells, which on 6's to wound everything took ages. It eventually got the charge on the steg and a long 3 turn battle took place until I evenually killed it. The steg and bastilon then covered the remaining ground to hit his 2 units of horrors, the bastilodon didn't make it. However the steg did.

    in the remaining part of the battle, his magic eventually wittled down Tetto's unit (Damn infernal gateway) and killed him off - he did pretty much nothing in the entire battle thanks to some rediculously rubish winds of magic rolls and the deamons amazing dispells. My steg was in combat with one unit of horrors and by the end of turn 6 my saurus (which had also been blasted with everything posible and only had the champion and Oldblood) were in combat with his 2nd horror unit (and herald). Victory points gave it to me by a hairs bredth considering I only had 3 models left - 1 steg, 1 suarus champion and my Old Blood. If I'd lost the champion I'd have lost.

    I was saved simply by 6++ wards from the Engine of the Gods and a tough as nails Old Blood along with his lucky Saurus champion.

    I think that if we played again I'd have a much better chance, I enjoyed the game immensly even though I thought I'd lost from turn 2 till the very last moment. I will keep the list and try against other armys. Thank you for the advice too and any more that may come, I am always looking to improve.
     

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