8th Ed. 2,500pt Lizardmen All-Comers List (New Player; help)

Discussion in 'Lizardmen Army Lists' started by Tim was Taken, Dec 3, 2011.

  1. Tim was Taken
    Jungle Swarm

    Tim was Taken New Member

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    Hello everyone,

    I've decided on the big blue/green cold-blooded killers as my army, and while I've started collecting them, I've been trying to figure out a list that I feel could handle most basic, non-specified (as in, the club not making a list specifically to kill my army) lists. Now being new to the army, I obviously do not know the perks or what I can or cannot go with or without, so please help me out with tweaks.

    Lord (460pts)
    Slann Mage-Priest
    BSB
    The Focused Rumination
    Focus of Mystery
    The Becalming Cogitation
    Cupped Hands of the Old One
    Bane Head

    Core (1159pts)
    30 Saurus Warriors
    Hand weapon & shield
    Full Command

    30 Saurus Warriors
    Hand weapon & shield
    Full Command

    35 Skinks & 2 Kroxigors
    Musician
    Standard Bearer

    10 Skink Skirmishers
    Blowpipes

    10 Skink Skirmishers
    Blowpipes

    Special (560pts)
    20 Temple Guard
    Full Command
    Jaguar Standard

    5 Chameleon Skinks

    5 Chameleon Skinks

    5 Chameleon Skinks

    Rare (320pts)
    2 Salamander Hunting Packs
    Extra Handler

    2 Salamander Hunting Packs
    Extra Handler

    Total Points: 2,499pts
    Total Models: 165 models

    My concerns?
    I'm worried that there's nothing in here that packs a big enough punch outside of the Slann's magic phase. I considered dropping the Skrox unit to put in two Scar-Vets for my Saurus blocks; however, that's a good near-40 models that wouldn't be on the table to take wounds for other units. My hobby shop has every type of army available -- Skaven, Wood Elf, High Elf (two of 'em), Beasts of Chaos, Warriors of Chaos, Chaos Daemons, Empire, Tomb Kings (two of 'em), Vampire Counts... even other Lizardmen, hence why I'm trying to figure a list that could just do well (not necessarily dominate, but make for good, strong games).

    Thanks in advance.

    edit: I suppose I should point out that Lore of Light seemed to be what I'd like to go for on my Slann, due to the overwhelming amount of Saurus I chose to field.
     
  2. Arli
    Skink Priest

    Arli Moderator Staff Member

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    I think it is a pretty solid list. Lore of life or Lore of light will do well on the list. I think I would go with light over life as well. You are sure to run into death or shadow magic. You will need Light to battle that.
     
  3. CN45
    Skink

    CN45 New Member

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    If you wanted to run two Scar-Vets, I would drop the block of Saurus. I dont know about giving your Slann Bane Head. Are you using any Magic Banner with your Slann?
     
  4. Tim was Taken
    Jungle Swarm

    Tim was Taken New Member

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    The reason I would run two Scar-Veterans would be to buff the two Saurus blocks. I fear that I may not have enough killing power, even if I run Lore of Light, to win close combat phases -- the Veterans would hopefully tip things in my favour. I figured Bane Head + Cupped Hands would work well enough on my Slann in order to kill off or do some decent damage against most Wizards on the field (at least from one Miscast); however, he just has the basic BSB due to his unit, the Temple Guard, having the Jaguar Standard (since as of right now, it's the only unit with any decent killing power).
     

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