8th Ed. 1500pts advice needed

Discussion in 'Lizardmen Army Lists' started by Dreadgrass, Jul 14, 2010.

  1. Dreadgrass
    Ripperdactil

    Dreadgrass Member

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    Hi all, having trouble working out what to spend my last few points on, list so far is:

    Slann - Lore of Life, Rumination, Cogitation, Plaque of Tepok, Obsidian Amulet
    Effective both offensively and defensively in the magic phase, Life to save some points on the cupped hands, same with Plaque of Tepok instead of the discipline. Obsidian amulet gives him a 2+ ward against spells and his Temple Guard a 5+

    Scar Veteran - BSB, Light armour, Enchanted Shield, Sword of Strife
    2+ save, 6 strength 5 attacks and the BSB. Whats not to like! lol

    Saurus - 19 with spears, standard, musician.
    One of my mainline units, Tough, decent save and a fair amount of strength 4 attacks, running 5x4 with the BSB as opposed to the old 6x3 to allow for casualties and possibly deny an opponent steadfast.

    Skink Cohorts - 2 units of 10
    Re-directors and harrassment. designed to help the saurus and Temple guard get into the fights I choose, not my opponent.

    Temple Guard - 14 with standard, musician.
    Slanns bodyguard, lots of strength 5 attacks and the slanns buffs make this a tough nut to crack (hopefully!).

    Salamanders - 2 units of 2
    No extra handlers as yet. Will hopefully thin down enemy units as they approach.

    So I've got 79 points left. Any suggestions? Thinking either a unit of skirmishers, or chameleons at the moment, but open to all ideas!
     
  2. Arli
    Skink Priest

    Arli Moderator Staff Member

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    I would say go with the chameleons. They will give you the option of war machine hunting. Placing them 12 inches from enemy war machines. Move 6 inches, then open fire.
     
  3. Kurlin
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    Kurlin New Member

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    Why move 6 inches? You'd get the same to hit from not moving and long range versus moving and short range. Also you could march and shoot so no reason to limit it to 6"

    But yes I would go with chameleons as well :)
     
  4. new_relic
    Skink

    new_relic New Member

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    For the amount of points you have left I would definately go with chamelions (pardon the spelling). If you had 165 points left you could get three kroxigors, which I highly recommend doing if you feel that they would help you. I don't what armies you are going to be playing against but I would always take kroxigors.
    Hope this helped! :meh:

    new_relic
     
  5. Dreadgrass
    Ripperdactil

    Dreadgrass Member

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    Thanks for the replies!

    Sounds like chameleon skinks it is!

    @ new relic - I'll be facing Skaven and Vampire Counts for sure, not sure what the other players in the group will be running so far so trying to be fairly all-rounder. To be perfectly honest I don't see what the hype over Kroxi's is this edition.

    3 Kroxi's have:
    - 9 strength 6 attacks, 3 strength 4 stomp attacks,
    - 9 wounds, 4+ save, Toughness 4,
    - strike last. Movement 6, Fear.

    10 Temple Guard are slightly cheaper and have:
    - 15 strength 5 attacks,
    - 10 wounds, 4+ save (3+vs shooting), Toughness 4,
    - Initiative 2, 1 rank, Movement 4.

    The Krox are at a higher strength (for the most part), but I don't think that makes up for the difference in attacks. They are slightly faster though I guess...

    Also, I'm wondering if Becalming Cogitation is the way to go, or if my slann would be better off with Focus of Mystery and taking some different magic items... thoughts?
     
  6. new_relic
    Skink

    new_relic New Member

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    @Deadgrass
    I see your point about the whole kroxigor thing. I never really compared the two but now that you put it up temple guard would be better. Plus the models are freakin' awesome! :meh:

    new_relic
     
  7. new_relic
    Skink

    new_relic New Member

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    Also, the focus of mystery is the way to go. The becalming whats-is name is good but who wouldn't want to know a whole lore?!

    new_relic
     

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