7th Ed. 1k Magic Heavy vs. 1k No magic

Discussion in 'Lizardmen Army Lists' started by SiegeCommander, Nov 21, 2009.

  1. SiegeCommander
    Skink

    SiegeCommander New Member

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    I've been playing a lot of 1k games at my local shop and honestly haven't had a lot of luck with these lists. The magic heavy list tends to do better but overall the performance of these lists disappoint. What am I doing wrong and what can I do to fix em?

    Magic list:
    Heroes:
    Skink Priest lvl2 EOTG, Amulet of Itzl
    Scar-vet: burning blade, la, shield, glyph necklace

    Core:
    20 Saurus Warriors standard, champ, spears
    2x12 Skink Skirmishers

    I usually stick the scar vet in the unit and run everything in sort of a phalanx formation with skinks screening in front.

    No Magic:

    Heroes:
    Skink Chief Ancient Steg, Steg War Spear
    Scar-vet: burning blade, la, shield, glyph necklace

    Core:
    20 Saurus Warriors standard, champ, spears
    12 Skink Skirmishers
    10 Skink Skirmishers

    Same sort of strategy as the magic list with the exception of the steg trying to charge flanks and is more off to the side.

    A lot of the time the steg doesn't make back it's points, I don't whether it's just my terrible rolling or what(today I rolled two 1's for the impact hits with the war spear).
    Let me know what you guys think.
     
  2. Gripper
    Skink

    Gripper New Member

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    Looking at the magic list I would drop the EoTG and use the points for another unit or two. Less magic heavy but a hell of a lot more flexible.

    Maybe a small saurus unit and some terradons or salamanders?
     

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