Hello everyone, I'm new here and just getting back to Warhammer. I've decided to start over completly after having half of my BoC units taken off my army list and I just bought the Lizardmen Battalion Box. Before I post the first draft of my army list, I'd like to have some tips for 2 units I'll be using. - Skinks Skirmishers: I'm planning on using these guys with the blowpipes. Any reason not to? - Saurus Warriors: Been giving it a lot of thoughts and I see no reason not to give these guys spears. Any reason not to? Thanks for your answers, I'll post my 1500 pts list when I settle on how to equip those 2 units.
There is very little reason not to leave skinks with blow pipes. They're not going to survice CC anyway so there is very little reason to pay for the shield. Most folks agree saurus are better with spears unless they're being used as a slann bunker.
in another thread there was some maths done to try and say javelins were slightly better than blowpipes, but ultimately skinks will do a lot of fleeing/baiting/shielding/dying rather than shooting, so its not really worth the extra for javelins. while arguable in 6th ed, in 7th spears are basically mandatory. i mean you can always choose to use HW/shield if you need to anyway.
Ok so here is the list I'm thinking of playing. So far, I own the 2 characters, the Saurus Warriors, the Skink Skirmishers, the Cold One Cavaly and half the Temple Guard unit so there is room to change army composition. I understand the list is a bit heavy on the Special Units side but still, isn't that better then being character heavy Total points: 1491 Points spent on characters: 268 Points spent on core units: 334 Points spent on special units: 869 Characters: Saurus Scar Veteran Light Armour, Shield, Burning Blade of Chotec, Glyph Necklace Skink Priest Level 2 Mage, Dispel Scroll Core Units: 20 Saurus Warriors Full Command, Spears 12 Skink Skirmishers Special Units 19 Temple Guards Full Command 7 Saurus Cold One Cavalry Full Command Stegagon
Interesting list, If I could just make a few suggestions based on my preferences though... I've never really found Temple Guard are worth their points without a slann, possibly consider going to 2 units of saurus (use the Temple guard to fill the ranks to save on models if needs be). On the topic of Saurus, 6 wide with spears I've found is a very effective setup, so 12 or 18 is a good number. I like your Scar Vet, but one setup I love on a Skink Priest is lvl 2 and Diadem of Power, still enough points for a D. scroll if you like, and, with him being lvl 2, you can give yourself 5 Dispel dice, I've found thats enough to cut out most magic heavy armies. Also, you can never have enough Skink Skirmishers! I never run less than 2 units of 10, so much utility packed into those scaly little fellas! By the same token, Terradons are excellent support units. Again, these are just personal points from my experience, I find Lizzies have a lot of potential in low points levels, and with a little creative thinking, you can have a very potent counter-charge based list with Saurus taking the hit and your steggy and cold one cav counter-charging... Good luck, and hope thats helped a bit...
I'm planning on eventually expanding to 2250 pts and add a Slann, some more skink skirmishers and possibly Terradons. I'll try the TG for now as I already have the models, might use them as Saurus eventually but I really want to try them out. Any advice on what to take to expand? Was thinking of getting: Slann 2 units of 12 skirmishers That leaves me with some points to add to the army (depending on how I equip my Slann). Keep in mind that I'm not aiming for a particularly magic heavy list for 1500 pts, as I knkow my opponents are building armies that aren't necessarly power gamer's armies.
Stegadon dilemma... Should I Engine of the Gods or not? What are your experiences with the giant bow? Is it decent enough to justify not getting the Engine? I could drop one or two model and fit in the engine easily, just don't know if it's really that much better then the giant bow.
from my experience the versatility of the EotG blows the other 2 stegadon setups away. shield for the first couple of turns, and then blow up stuff later on. combined with a realtively powered up skink priest, and of course you're still a stegadon, VERY dangerous if you get in a flank/rear!
Ranked skinks can always be helpful too, so I would grab some of those. I find the solo Slann more effective than the Slann with the TG bunker, but that is just personal preference. List looks good though. I would try to magnetize the different options on the Steg. That way you can switch them and not have to worry about it.