Hi guys, I'm a long time viewer of these forums, first time poster. I've only recently started playing lizardmen but would like to take them to a tournament that I have coming at the beginning of November. I've written a list but would like to know if anyone has any thoughts on how to improve on it. Lizardmen 1500pts Core. 25 x Saurus Warriors, Full Command 10x Skink Skirmishers Special. 15 x Temple Guard, Full Command 5 x Cold One Riders, Musician 4 x Ripperdactyl Rare. Ancient Stegadon, Sharpened Horns Heroes. Skink Priest, Level Two (beasts), dispel scroll Skink Priest, Level One (beasts) Skink Chief, Light Armour, Enchanted Shield, Dawnstone, Ripperdact Total = 1486 I've only just played my first game last night and it was against VC. I had a really hard time dealing with his ethereal units, in fact that is what lost me the game. I have no magic weapons in my list and neither priest rolled a magic missile. Also whilst my temple guard did play well I felt that a unit of Saurus warriors with wildform performed just as we'll, so if I'm as going to drop anything it would be these guys. I like the idea of a carnosaur bsb but it does eat into my hero points and means that I wouldn't have any magic. I don't want a slann as at 1500 it takes up too many points (not that the carnosaur doesn't) So any thoughts would be greatly appreciated Thanks
Drop the temple guard. 1 medium/big sized block is enough for us at small point battles. All you need is chaff and support. Use the temple guard points to get a bastiladon. 1 Skink lvl2 is enough , with a scroll or cube. If you need another block, use skink cohort. It depends if you need it for tarpit, so many skinks no upgrade, or it need to be usefull get them poisoned or with some krox. Last game at 1250 points I had the next heros: Oldblood no magic weapon. Ripperchief +1 S magic weapon Footchief 5point magic weapon Skink priest lvl2. For 51 points you have a nice 3 attack S4 magical attacks at Initiative 6 with AS 4+ and with javelin S4. Otherwise you could go with skink for core options, a medium/big templeguard block and a nearly naked slann. But i think the Slann + TG would be the half of your army and it dont seem balanced.
Hello, I too am new to lizardmen. However I have been playing Warhammer Fantasy for a while with other armies. You will need to bear in mind that you have your own playing style and there are units that you want to use which I may not for what ever reason. My advice is only that....advice but could be worth bearing in mind.... 1) You need a lord, Leaderships of heros are never as good. I agree that a Slann is a large amount of points. Most of my begining list were based with an Old Blood who can be tooled up for a fairly low price in this points level (My club plays 1500 all the time). However, I'd like to add that I've found that Lizardmen are very dependant on magical backing and this is something that a Slann is amazing at, you have 375pts to spend on Lords, in my later lists I have been using a basic build to try out the different lores and their effect in our army - I.e. Slann with Harmonic convergence and Channeling Staff. You will benefit from a lvl4 mage against a lot of opponents and the extra channeling is amazing. 2) Both Temple Guard and Cold Ones are hugely expensive - at this points level they fill up a lot of you space. I personally feel they are best left to higher levels. I'd only take Temple Guard if I have a Slann (At this points level I dont even have that - I use Skirmishers to bunker him so he has an extra +1 defense vs shooting) And Cold Ones really should be joined by a Cowboy of some sort. 3) you can get real cheep magic items - warriors bane for example is only 5pts Honestly though I think if you were to swap out your Temple Guard for an Old Blood, you'd go a long way. Particularly if you put him on a Cold One with the other riders. Or Swap both the Cold Ones and a priest for a Slann and put him in the skirmisher unit. Either way I think you'd find these builds a little more competative in general.
A few minor tweaks I'd consider to your above list: Magic - I've been having a lot of success in 1500pts with 2 Priests and double scroll (well, technically scroll + cube) As I've found a lot of people like to squeeze in a Lvl.4 at 1500pts and your at a real disadvantage when it comes to dispelling. Alternatively I do use a High-magic slann on occasion (in skirmishers as suggested above) but my army composition is built around him. Chief - I'd skimp on his defences a little and use him more for taking on chaff and things like those spirit hosts. Id look at swapping the Ripper for a Terradon (no frenzy), and grab egg of Quango + a cheap magic weapon and enchanted shield. Cold One riders/Temple guard - I'd either drop 1 to boost the other, or drop both and get.... something else. Personally not a fan of Cold One Cav as the saurus already pump out a weight of S4 attacks, and anytime I rely too heavily on a unit with stupidity (especially without some form on LD support) it lets me down) but you may find the speed helpful. More chaff/ redirectors could also be helpful, especially if they're infantry heavy. Also concur with others that some higher LD/a BSB would help stiffen your battleline immensely, especially if your getting more re-directors for bait-and-flee tactics.
Hi guys thank you very much for replying. I'm going to post my new list and then take about you advice and what I've done below. Lizardmen 1500pts Core. 25 x Saurus Warriors, Full Command - 305 10x Skink Skirmishers - 70 Special. 5 x Cold One Riders, Musician - 160 4 x Ripperdactyl - 160 Rare. Ancient Stegadon, Sharpened Horns - 250 Heroes. Skink Priest, Level One (beasts), dispel scroll - 90 Skink Priest, Level Two (heavens) - 100 Skink Chief, Light Armour, Enchanted Shield, Sword of Striking, Egg of Quango, Ripperdactyl - 132 Lord. Saurus Oldblood, Cold One, Great Weapon, Dawnstone, Glittering Scales - 226pts Total = 1,493 I'm going to take the advice to drop the temple guard and go for the oldblood in the unit of cold ones. I've had a look on the cowboy tactica page and have gone with the budget load out which I still think is really effective. As Dreadgrass pointed out a lot of other armies at 1500 will be able to take a level four quite easily, however in order to get the cube of darkness I will need to get rid of the egg on the skink chief. Which item do you think will be more effect during the game? I guess it will be the cube, right? Also one question about the egg, are its attacks magical as it comes from an enchanted item or are they only magical if the description states? I really want a bsb in my army but with taking the two priests for magic defense I can't get one in. I also really like the idea of my skink chief so don't really want to drop him. I think he will be great at taking on ethereals and at war machine hunting? I know the Ripperdactyl is a risk with frenzy but it's attack power compared to the terradon surely out weighs this? I mean with being able to vanguard I should be able to get him into position that if I fail my frenzy he can still charge the right target. Also can I charge units behind other units or do I still need to be able to drawn line of sight to them?
As long as your within charge distance (2D6 + 10") then you can fly over intervening units. However if you fall the charge I believe you must stop 1" away from the other unit - I'm not sure on this last bit so I'm open for correction. Bear in mind of you fall your frenzy check you'd have to charge the nearest unit. I like this list better...I'd take the scroll. I come from a group with a heavy magic meta though so the dispelling it's very important. The Egg is an amazing item though, I believe the attacks are magical as it's a magic item. I've found it to generally guarantee me winning the first round of combat, however I use it with an old blood in a saurus unit, I've never used a chief on any kind of bird before. I'd say that add it's a tournament, you'd be better with the scroll as it goes you more survivability.
Thanks for the reply. I've played a few games now and really like the oldblood, the Saurus warriors and the stegadon but everything else it a bit meh tbh. The ripperdactyls die far to easily and even when I get them into a unit with the blott toad they don't seem to do the damage I thought they would. Think I'm going to swap them out and take two salamanders instead. I'm also going to try a slann and drop the oldblood and just use a scar vet. The problem I have though is where do I put the slann?! I played tonight with him in the unit of skinks but they got charged and he got ran down (even though I was stead fast I rolled 3 6's lol should have made him my bsb). I don't really want him in my Saurus as I don't want him in combat. Is it worth running him on his own?
This list any good? Core. 25 x Saurus Warriors, Full Command 10x Skink Skirmishers Special. 3 x Ripperdactyls Stegadon, Sharpened Horns Rare. Ancient Stegadon, Sharpened Horns Heroes. Scar Vet, Cold One, Light Armour, Great Weapon, Glittering Scales, Dawnstone Lord Slann, bsb, focus of mystery, high magic Total = 1500 Only have fortitude of three and I'd have to put the slann in with the saurus
If you want a higher fortitude scrap the regular stegadon, get a Bastiladon and 10 skink Cohorts w/ banner. i think that leaves you 5 points spare, so 11 skink cohorts w/ banner? EDIT : i like your list though, doesn't look bad
Yeah I played with it the other day and I loved having two stegadon a so I'm just going to stick with this list. I got the fortitude wrong it's actually four so it's not too bad but if my slann dies game over lol. I've taken the scar vet off the coldone and put him in the unit of Saurus because I run them 5 wide and have full command with the scar vet it means that the slann can't fit in the front rank so sits in the second one which is nice.
Correct me if I'm wrong but I believe that as the Slann is a different size base, he needs to go on the side anyway as per the BRB rules. It's only in Temple Guard that he can go in the second rank as part of the unit. I would love to be wrong here, if I am can someone give me some book references to back it up as my group would argue this one. Thanks
Well on page 98 under different-sized bases it says that "if a character's base is larger than one model, but has exactly the same size area (or footprint) as two or more models, simply displace those models to the back rank and position the character in their place." So as the slann takes up the same space as 4 Saurus warriors he has the same footprint and doesn't need to go to the side. There are pictures of it on the page too. And because the Saurus are only five wide and there is a scar vet in the front rank the slann can not fit and on page 97 it states "if there is no more room in the front rank, some characters will have to go in the second." I think this is correct.
That is awesome. I am so happy. I shall be running this again when I get the opportunity now. Thank you. Thank you very very much
The Slann can go with the saurus, but he has to be in the front rank. When he's with the TG he can be in the second.
Well he can't fit in the front rank as there is no room so has to go in the second rank according to the brb. Anyway, went to the tournament and placed 10/34. Was a really fun list to play and I only lost because if the blood and glory scenario and the fact that my opponent told me that fiery convercation stopped working when his unit got into combat with the spell already cast on them so he didn't take any damage on his main unit for like 3 turns and he didn't even bother trying to dispelling it either. I really think that if I'd know the rule then I would have won that game too. Oh well I know for next time. Thanks for the all the advice. I'm going to a 2400pt tournament at the end of January, going to add a scar vet bsb on Carnosaur and lots more skinks skirmishers. I'll post the list on here when I've written it properly. G Krox
Sounds like something i'd have asked for a ref to look at. It's RiP and since you already cast it, it can be a dd spell as much as he wants, it is active on his block, and hence his block WILL repeatedly take damage from it. Well that's how i'd see it anyways
Yeah that's how I read it now too but a the time I wasn't sure and he just said that they wouldn't take damage as they were in combat (I should have just looked it up like I did after the game!!!) I'm sure that if had I known, as soon as I told him that his unit would have taken damage he would have dispelled it but it would have taken up one of his magic phases which would have meant he wasn't lowering the toughness and weapon skill of my Saurus unit so he might not have won combat as easy.....who knows lol