8th Ed. 2,500 Point Tournement List

Discussion in 'Lizardmen Army Lists' started by AirshipEngineer, Mar 13, 2013.

  1. AirshipEngineer
    Skink

    AirshipEngineer New Member

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    Lords
    Slann
    BSB
    Banner of Swiftness
    Cupped Hands
    Lore Master Attribute
    (Using Flame cage and wind blast to deal with Large hordes of light units)

    Old Blood
    Aura of Quatzl
    Glittering Scales
    Fencers Blades
    (so infantry his on 7+ while heroes will be hitting on 6+)
    Heroes

    Preist
    Lvl 2
    Engine of the Gods (the roster shows at least 3 Undead or Deamons teams)
    Topek

    Preist
    Lvl 2
    Blood Statue
    Dispell Scroll
    Core

    30 Saurus
    Command

    20 Saurus
    Spears
    Command

    10 Skink Skirmishers
    Brave

    10 Skink Skirmishers
    Brave

    10 Skink Skirmishers
    Brave
    Special

    20 Temple Guard
    Command

    10 Chameleon Skinks
    Brave

    Total 2,499pts
    If some one could Give me an idea about on the Hard to soft scale where I'm sitting at that would be very nice. also if someone sees any rules I'm breaking or just over all stupid tactical decisions I'm making please call me out on them.
     
  2. david l
    Chameleon Skink

    david l New Member

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    You are taking a Fire Slann?!? That seems like a massive waste to me. The entire lore is just strength 4, so anything with armour ignores your magic, and monsters can mostly shrug it off as well. I don't see much value in a Flame Cage + Wind Blast combo either. Once you get up Flame Cage, either the enemy unit takes the hits in their turn, or they don't move (which is a win for you). Casting Wind Blast doesn't make it massively better for you.

    The problem with the Engine is the priest on top dies easily. If you want to try taking it, I think you absolutely need extra defense for the priest. Dawnstone helps a lot in combat, or a ward save against artillery.

    Illogical. Spear units need more numbers so they can actually use their spear attacks. A size 20 spear unit will often be missing spear attacks the first round of combat, and will be missing lots of spear attacks the second round. And size 20 will rarely be Steadfast.

    Skink champions have no value I can see.

    2x5 is almost always better than 1x10.


    A almost naked Slann with a poor lore certainly goes to the softer end, although you did take Cupped Hands. So does an Oldblood with no ward save and not much offense. Overall the list will have trouble killing things and there are some easy points in Saurus and priests. But you have enough skinks to help out, and the TG with Oldblood can do some damage. It is a list trying to be softer, but is not super soft.
     
  3. AirshipEngineer
    Skink

    AirshipEngineer New Member

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    Okay took your ideas into consideration
    Slann
    BSB
    Cupped Hands
    Banner of Swift
    Lore Master
    Lore of Light
    Iron Curse Icon

    Old Blood
    Same as above

    Preist
    EoG
    Lvl 2
    Topek
    Armor of fortune

    50 Saurus
    command

    3x10 Skink Skirmishers

    2x5 Chameleon Skinks

    20 Temple Guard
    command
    ruby ring of ruin
    Banner of eternal Flame

    2 Salamanders
     
  4. Arclight79
    Jungle Swarm

    Arclight79 New Member

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    -- Is it just me that has a short memory, but in CC you always hit on 6's. 7's only applies to shooting, tho correct me if I'm wrong plz
     
  5. david l
    Chameleon Skink

    david l New Member

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    You are right- 6s always hit in close combat.
     
  6. Alvincacti
    Skink

    Alvincacti New Member

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    Priest cannot take Armour as he is a spell caster and has a 2+ AS on the EoTG anyway. You can give him the 5++ for less points if you want the ward on him
     
  7. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    I agree with most of David's comments save one. I believe Fire Slann are useful. It's not my favorite lore, but it's useful against vampire counts which you said you would be facing. It provides a buff to generate magical attacks, is awesome for assaulting buildings and negating Regeneration. It's got good spells to remove chaff units or you can double up on big units with Kindleflame.

    The lack of high strength damage spells is a small issue given that you have so many skirmishers you can poison most tough things to death. Won't help you much against armored things like knights but the EotG will pick up the slack.

    I would boost the TG up, maybe convert the Ring or Ruin into more troops. When you play a Slann without Light or Life you usually want more than 20 TG.
     
  8. AirshipEngineer
    Skink

    AirshipEngineer New Member

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    okay Another Revision i am Droping the Flaming attack standard on the TG and Changing the Fencers Blades to a Crown of Command + a Normal Shield on the Old Blood so that if i keep the temple guard and Saurus Close together everything is on a re-rollable Cold Blooded Stubborn 9. So that i will have to be killed down to the man before I break. I like Lore of Light on the Slann bringing the Saurus up from initiative 1 to 10 and i only put him in the TG bunker so he couldn't be picked off by either a war machine or a flying monster. not really going to seek out combat with them. Originally i took fire because i am going to let them come to me and try to whittle them down through magic and it had only really strength 4. so i switched to Light, i didn't choose life because only 2 spells I like other than throne of vines (i prefer choosing beasts or metal over life).
     

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