8th Ed. 2,400 Desert lizards

Discussion in 'Lizardmen Army Lists' started by Storm, Oct 13, 2013.

  1. Storm
    Jungle Swarm

    Storm New Member

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    Hi guys, I recently finished painting up my lizards. I have the following list which I've used twice in the current edition. I'm looking for opinions on the slann build, i particularly want to know what you guys do against miscasts. I'll put up some pics when i get the chance

    Slann Convergence, Becalming, Mystery, channelling staff, BSB.
    Scar-vet CO, GW, LA, dragon helm, dawnstone, Iron curse icon.
    Skink priest Beasts, dispel scroll.
    35 saurus warriors Spears, Musician, standard.
    10 skinks Blowpipes.
    10 skinks Blowpipes.
    10 skinks Blowpipes.
    Bastiladon Solar arc.
    31 temple guard Command.
    Ancient stegadon Horns.
    Ancient stegadon Horns.

    2399
     
  2. havik110
    Saurus

    havik110 New Member

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    I have the opinion that skins are better with javs this edition...sure 2 shots is nice, but if you move, are over 6" away and shoot 2 shots with those blow pipes you dont get poison...you have to roll 7s...

    with javs you can move for no penalty, only 1 shot for no penalty, and if you are at 12" you hit on 5s with the chance for poison...in the end if you set up and dont have to move the blow pipes are nice, but javs and shields got much better this edition IMO
     
  3. Man0waR
    Kroxigor

    Man0waR Member

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    Javs are better by far. It gives your pesky skrimisher a 5+ armour save and 6++ parry (If im not wrong).
    You can cover a distance of 24" since you can march and shoot and keep a nice acuracy. Much needed to being able to poison shot other skirmkishers.

    Leave the blowpipes to the chameleon skinks or run them in large number with a High Magic Lore Master and just laugh with a Hand of Glory increasing their BS.

    hmmm i really wanted to try 40 shots with hp 4 to 6.... well lets back to the real world.
     
  4. Storm
    Jungle Swarm

    Storm New Member

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    Thanks for the comments guys, but I strongly disagree. Blowpipes are better at shooting because if you moved and are at long range you can fire a single shot and have exactly the same chance of poisoning the opponent, all im missing out on is one or two s3 hits which never really do anything because of the high toughness targets i prioritise, and alot of the time I find myself in a position to fire double shot by moving into 6".

    The lack of shield has never bothered me. The idea of giving a T2 6+model a shield is polishing a turd in my opinion, and it certaintly isnt worth worse shooting output.

    I cant see any useful advantage for javelins, But to each his own. Any opinions on slann build?
     
  5. Man0waR
    Kroxigor

    Man0waR Member

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    Try to field one unit and give it a try.

    clear benefits:
    - You can shoot skirmishers without going 7+
    - You can deal wounds to the most common infantry and T4 infantry is rolling on 5s. Dont discard those attemps to wounds.
    - You can perform some charges from the flank or the rear of common troops. Hitting on 4s , Wounding on 4s. Just like any other common troop. As you have AS 5+ and 6++ Parry you'll be able to add CR to a multiple combat than fuckit.
    - If they engage into a suicide mission, at the end some of them can survive and regroup to head for the final sacrifice. 1 or 2 Skinks have done the game by crossing over night goblin fanatic, or put in front of a WoC Knights that were threatening a flank game changing charge. So their survavility matters.
    - You can boost with Wyssans and their shooting will perform at S4. Blowpipes always S3.
    - They can Stand and shoot no matter how near is the enemy. So it gives more advantage to us in chaff war.

    the only thing you cannot do is double shot. Wich you will use the 20% of the time.

    I was a fan of blowpipes but, since no +1 to hit against large target in this edition it seems their utility was clearly nerfed.

    Anyway, give it a try to the javelins
     
  6. Storm
    Jungle Swarm

    Storm New Member

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    Hmm I hadn't considered some of those points but I dont think I have ever come against skirmishers ahhaha, maybe i just have a different meta. Usualy use my skinks to re direct a super killy unit out of the game for a couple of turns which normally means the get up close and get wiped out to the man in combat. (Normally the kind of units that a 6++ is useless against) or poison a jiant or something. Also I never really have problems with rank and file troops because I can laser elite high armour units with bastiladon or beat them in combat with templeguard. As I say ive only played a couple of games so maybe ive just been lucky, but having said that, in turn one of my last game my slann miscast and went too lv1 and lost half his spells! And I still pulled off victory.

    So to conclude, you've convinced me that I could benefit from javelins, but I won't be using them for a while because I have my blowpipes painted and I hate proxying. Actualy I think I have 15 unassembled skinks so I mkght be able to bring some onto the field soon.

    Cheers, Storm.
     
  7. Kimiko
    Skink

    Kimiko New Member

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    Don't forget you can buff the Javelins with Wildform.
     

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