8th Ed. 1500 upto 2400

Discussion in 'Lizardmen Army Lists' started by shape, Jan 24, 2014.

  1. shape
    Jungle Swarm

    shape New Member

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    Hey guys,

    Looking for some advice on my 1500 point list which I would like to build to 2400.

    Currently running

    Slann Mage Priest
    BSB, Harmonic Convergence, channelling Staff

    18 Saurus Warriors
    Musician and Standard Bearer

    18 Saurus Warriors
    Musician and Standard Bearer

    14 Temple Guard
    Full Command

    5 Camo Skinks

    5 Camo Skinks

    Bastiladon
    Solar Engine

    2 Salamander Hunting Pack
    Extra Handlers


    Any thoughts would be much appreciated, I have had excellent success with this list but really need to buff it up to 2400
     
  2. Vadraha
    Skink

    Vadraha New Member

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    Looks like a good list so far I'd probably bulk up your 2 saurus units up to 24 and your temple guard to at least 20 if not more then after that things like cowboys, stegs and maybe a scroll caddy. What lore are you planning on using with slann?
     
  3. shape
    Jungle Swarm

    shape New Member

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    Cheers for the advice, it's much appreciated.

    I normally use High but was thinking about death so I can get more dice and control the magic phase.

    If I took a skink priest, would I upgrade to a level two? I was thinking about sticking the cloak of feathers and maybe getting those character snipes via the slams castings. But, then I'll have no dispel scroll which is required.

    Also, were would I stick the skink priest?
     
  4. shape
    Jungle Swarm

    shape New Member

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    How's about this as a 2400 list

    Slann Mage Priest
    Lore of Death,BSB, Harmonic Convergence, channelling Staff

    Scar Vet
    Great Weapon, Armour of Fortune, Cold One

    Skink Priest
    Lv1, dispel scroll

    25 Saurus Warriors
    Full command

    25 Saurus Warriors
    Full command

    20 Temple Guard
    Full Command

    5 Camo Skinks

    5 Camo Skinks

    5 cold one riders
    Full Command

    Bastiladon
    Solar Engine

    2 Salamander Hunting Pack
    Extra Handlers

    Ancient Stegadon
    Sharpened Horns
     
  5. Vadraha
    Skink

    Vadraha New Member

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    Most of that looks good but I personally wouldn't bother with cold one riders and use ripperdactyls instead they hit harder and are awesome at putting into the flank of a unit you want dead with their toad markers killing blow etc. with the skink priest you can actually just put him into any unit of saurus or whatever but because he has a different base size he has to be put onto the side at the front. Only problem is that people can attack him then :(
     
  6. Putzfrau
    Skar-Veteran

    Putzfrau Well-Known Member

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    no skinks?

    skink skirmishers are probably the best unit in the entire book.

    at 2400 you have so little chaff it wouldn't be unrealistic to see a mobile army simply avoid combat with your slow moving blocks and blast you apart with shooting. and saurus simply aren't strong enough to beat any elite infantry.

    the armies that can avoid them will, the armies that can't avoid can probably fight them and win.

    any army that is just looking to push into and start fighting is probably going to beat you because you have no reliable way to speed bump or redirect charges.
     
  7. shape
    Jungle Swarm

    shape New Member

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    So am I best off losing one block of saurus, make the saurus unit that remains 30 strong, drop the cold ones which I thought might do well as a delivery system for cowboy and get a few 10 skink skirmishes units?
     
  8. Putzfrau
    Skar-Veteran

    Putzfrau Well-Known Member

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    i mean, to each their own, but having a couple 10 man units gives you a lot of options. i think they are one of the best units in the book, and the books overall strength relies too heavily on this one core choice.

    best advice is always to just play some games and see how it goes, adjust it as you see fit.
     

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