8th Ed. 2.5K advice

Discussion in 'Lizardmen Army Lists' started by Clockwork, Apr 19, 2012.

  1. Clockwork
    Cold One

    Clockwork Member

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    Got an upcoming 2500 point battle against High Elves this weekend, but really struggling on what to fit into my last 300 points or so. I rarely play games of this size so I'm a little out of my comfort zone - especially when it comes to choosing something optimal in this match up, as I feel most of it can be got in at 2000 and everything else is surplus to requirements.

    So far I've modified my standard 2000 points list that I've had some luck with recently, with an additional Scar-Vet and some tweaks here and there.

    Light Slann - Mystery, Rumination/Cupped Hands/Standard of Discipline/Obsidian Loadstone.
    Skink Priest - Cube of Darkness.
    Mounted Scar Vet - Dawn stone/Battle Sword/Charmed Shield. I may swap for Sword of Might at the last moment, just in case I get that twitching in my big toe that which means he's bringing a Dragon again.
    Scar-Vet on foot ("Mr Choppy") - Armour of Destiny/xHW

    24 Saurus - Full command/HW&S
    22 Skinks - Full command/2 Kroxigor
    10 Skinks
    10 Skinks

    22 Temple Guard - Full command
    5 Camo Skinks
    5 Camo skinks

    Salamander
    Salamander

    My options generally boil down to:

    6-8 Saurus Cavalry. I'm reluctant here because, even with a 2+ save, White Lions and Swordmasters will munch through them. This leaves them facing off against the Core, which everything else in the army can do.

    Giving the big unit of Saurus spears, and rolling another 20 with hand weapons. This will give me a second block to play around with, but I don't have any real strategy for what it is to achieve other than to fill up points. I don't necessarily feel like I need a second Saurus unit.

    Stegadons! Though they suffer a similar dilemma as Cav, except with impact hits. Shame I can't squeeze in a War-Spear Chief or I might try it.

    In my last game I tried out 6 Terradons - and regretted it. Maybe I'm soured by poor dice rolling, but I feel their points cost isn't justified.

    I'd like to get some feedback on my options here. What has everyone else had success with, or finds rounds out their army nicely?

    Give me some good ideas, and I might be tempted into a battle report (complete with pics)!
     
  2. Smexygor
    Chameleon Skink

    Smexygor New Member

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    Hmm. Between their high initiative and their ASF universal, i'd recommend Life against them unless you get both buffs up they'll still go first oh, and Dwellers.. Also, the cheap casts will be easier to slip through since their magic is almost as good as ours. Life boosts allow you to put your troops out of their wounding range, as wounding is their real weakness without magical boosts. Regen and extra toughness and Regrowths will make those cold ones a little more appealing if you wanted to try them out.

    That's my recommendation. Also, extra snacks for the Sallies, don't want to ruin them with a bad misfire.
     
  3. Arli
    Skink Priest

    Arli Moderator Staff Member

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    What makes the HE army so deadly is the reroll to hit. In my opinion, the Lore of Light is the best lore to use against them. Of course, it helps to get both Birona's (ASF) and Speed of Light (I10 WS10), but as long as you get the Speed of Light, you will deny them the single ability that they count on to win in close combat. They still have some good elite troops that can do some damage, but taking away the reroll is game winning.
     
  4. Clockwork
    Cold One

    Clockwork Member

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    I used to swear by Life, and probably ran it in over a dozen games. After I first tried out Light I instantly noticed the difference: Light has so much more utility to it. Even against ASFing High Elves, Light feels like I have so much more to do and can be much more proactive in my magic phase. Life was all about being reactive: buffing up units where I thought a fight was coming and waiting. T8 Saurus are great and all, but I never feel like I accomplish much by merely surviving my opponents attacks - I need to hit back, too. And here the low Saurus WS suffers.

    I think it comes down to personal taste, but I am enjoying using Light a lot more.

    Plus, Net.
     
  5. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    Using the options you presented, I would add Terradons. You can use them as Eagle hunters and flankers!

    Though you do have enough points for a couple more Salamanders... T3 Elves are perfect targets (except the fireproof ones) I'm not sure if you are limited on models or whatnot, so maybe that's not possible.

    My suggestions to add in 300 points are:

    2 more Salamanders
    4 extra handlers
    1 more unit of 5 Chameleons
    1 more unit of Skinks

    OR

    Up Saurus block to 30
    Add an extra Kroxigor and 3 more skinks
    2 more Salamanders
    2 extra handlers

    I would love to see a picturesque battle report! It's always more fun that way.
     
  6. robob90
    Skink

    robob90 New Member

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    I've just won a 2.5K game with lizardmen versus HE.
    Terradons are very usefull. Dropping D3 rocks at S4 on small unit with T3 is fantastic ( for example on swordmaster).
    The lore of light I think is the best because, if your units aren't involve in combat, you can spell magic missles, And in combat saurus with I10 and WS10 are very hard to defeat.
    On the other hand, skroks aren't so good. he can kill them in one turn.
    For me cold one (5/6) are better beacuse of the scar-vet and for their charges on flank.
     
  7. Clockwork
    Cold One

    Clockwork Member

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    robob90, I'd be interested to know how you were using those Cold Ones in your game. I will never leave home without my Skrox though - just in case I run up against some cavalry.

    @Qupakoco, I do have 2 more Salamanders lying about - however, I'm reluctant to use more than 2 in friendly games, seeing as how very good they are. Especially against Elves. I've run 4 of them in the past, and found one game to be very boring (where they did very well and roasted everyting), and another very frustrating (where 2-3 misfired every turn until I was wiped on turn 4). I might go for the third lot of Chameleons, though...

    Sadly, my game has had to be postponed for 2 weeks. I did fight Warriors today instead, but I didn't take many pictures and it was basically a win for me from turn 2 (thanks, Cupped Hands!).
     
  8. robob90
    Skink

    robob90 New Member

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    well. I've used CO only few times, with a scar vet inside.
    I usually use a saurus unit, also supported by magic, to stop enemy and attack them on the flank with CO.
    Of course, it doesn't happen always...
    And if enemy unit is small, I simply charge them. But I use them especially because I like models! ahahah

    When I played skrox against HE, they attacked directly kroxigors...and skinks...well...they're skinks! :p
    Last time , they killed skinks with spell number 3 of shadow lore (-.-""""). so kroxigors were alone...

    The fact is that I don't like the same,"competitive" list. I don't play tournaments for now, so I prefer to use models that I like or that I've never tried...cold one did a great job in my matches.

    That's all. I'd like to learn how to use skrox units! In italy almost nobody uses them...in fact I'm very happy to have found this site! XD
     
  9. Clockwork
    Cold One

    Clockwork Member

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    Actually, according to the FAQ, the "Giant Reach" rule that says Kroxigor can be attacked in combat is ignored - meaning that they can no longer be attacked in close combat. They still get to attack from the second rank, though, being Monstrous Infantry!
     
  10. robob90
    Skink

    robob90 New Member

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    Good news!! sorry I didn't now! :p
     
  11. Clockwork
    Cold One

    Clockwork Member

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    Not to worry, one of those things that is easily missed.
     

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