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TOW 1500pt Magic centered build

Discussion in 'Lizardmen Army Lists' started by Death Company, Dec 8, 2024.

  1. Death Company
    Jungle Swarm

    Death Company New Member

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    Greetings,
    I have a 3s team game coming up in a couple weeks. My teammates are running Empire and Bretonnians but nothing in the way of Magic. I was thinking of running some thing like this. I'm limited on models I own so with my spare point went towards a Salamander pack and some extra skinks. I know Javs are all around better for Skinks but I want to try out blowpipes w/scout.

    Magic List [1500 pts]
    Warhammer: The Old World, Lizardmen

    ++ Characters [750 pts] ++

    Slann Mage-Priest [405 pts]
    - Hand weapon
    - General
    - Lore Familiar
    - Ruby Ring of Ruin
    - Higher State Of Mind
    - Battle Magic

    Skink Priest [345 pts]
    - Hand weapon
    - Light armour (Calloused hide)
    - Level 2 Wizard
    - Ancient Stegadon [Giant bow + Engine of the Gods]
    - Elementalism

    ++ Core Units [400 pts] ++

    10 Saurus Warriors [154 pts]
    - Hand weapons
    - Shields
    - Heavy armour (Scaly skin)
    - Spawn Leader (champion)
    - Standard bearer

    11 Skink Skirmishers [76 pts]
    - Hand weapons
    - Blowpipes
    - Light armour (Calloused hides)
    - Scouts

    10 Skink Skirmishers [70 pts]
    - Hand weapons
    - Blowpipes
    - Light armour (Calloused hides)
    - Scouts

    10 Skink Skirmishers [50 pts]
    - Hand weapons
    - Javelins
    - Shields
    - Light armour (Calloused hides)

    10 Skink Skirmishers [50 pts]
    - Hand weapons
    - Javelins
    - Shields
    - Light armour (Calloused hides)

    ++ Rare Units [350 pts] ++

    Ancient Stegadon [255 pts]
    - Hand weapons
    - Javelins
    - Great horns
    - Engine of the Gods

    1 Salamander Pack [95 pts]
    - Wicked claws
    - Fiery breath
    - Heavy armour (Scaly skin)
    - 4x Skink Handlers with Hand weapons and Light armour (Calloused hides)
     
  2. discomute
    Bastiladon

    discomute Well-Known Member

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    That looks like a fun list!

    I like battle for the skink priest's on the stegadons, the signature hammerhands is perfect to get into combat with.

    The weak point is obviously the salamander... They're terrible. Maybe points straight into Saurus?
     
    Death Company likes this.
  3. Death Company
    Jungle Swarm

    Death Company New Member

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    Yeah I could drop the Salamander pack for more warriors. My reasoning was to go Elementalism on the Priest instead of my go-to Battle Magic was to either use wind blast or do something goofy like cast Mythical pathways on the Salamander pack to basically (march)12" and put them in a position to still be able to roast something.
     
  4. Milo
    Skink

    Milo New Member

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    Hey mate,

    Looks good, the salamander shenanigans could be fun for sure!
    Also there only one unit of scouts allowed per 1000 so you’ll have to drop it off of the second unit and chuck some more skinks in there

    Keen to hear how you go!
     
    discomute likes this.

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