7th Ed. 2.5k Tournament List

Discussion in 'Lizardmen Army Lists' started by SiegeCommander, Feb 21, 2010.

  1. SiegeCommander
    Skink

    SiegeCommander New Member

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    Heroes

    Slann
    Mystery, Rumintion, Cogitation
    Cupped Hands
    Divine plaque (Just in case I face cannons)

    Skink Priest
    lvl2 Eotg
    Dispell Scroll
    Diadem

    Scarvet
    BSB , la, enchanted shield, glyph necklace, GW
    (gonna sit in one of the saurus blocks)

    Core
    20 Saurus- Full Command, Spears
    20 Saurus - Std, musician, spears
    12 skink skirmishers -blowpipes
    12 skink skirmishers -blowpipes
    12 skink skirmishers -blowpipes

    Special
    3 Kroxigors
    3 Terradons
    16 temple guard-full command, sun standard

    Rare
    Salamander

    So that's my list, made it magic heavy since that's what models I have. Aside from being magic heavy I wanted a fairly balanced list. Are there any big weaknesses to my list or major improvements that could be made? Gonna play in a tournament next weekend so feedback would be appreciated.
     
  2. erians
    Razordon

    erians Active Member

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    You really want Bane Head, so if you are afraid of cannons ust take the etheral discipline. You also have Temple Guards so if you face cannons you have to 1) Fail Look out, Sir! test, 2) Fail your regular 4+ ward, 3) he needs to roll 5 to kill you. He also needs to avoid misfire and roll well on the bounce roll. So first off there is a 1/3 chance of the shot either misfiring or not bouncing. Rolling a 2 on the bounce or a 10 on the first artillery dice should mess up the shot as well, but lets say there is a 67% chance of connecting with the slann (it's usually much lower due to double artillery dice). Then there is a 1/6 chance failing LO,S!, bringing it to 11% chance of connecting. You have a 4+ Ward which means we are down to 5.5%. Then he needs to roll 5+, for a total of 1.8% chance of killing you (if its 100% chance of hitting the slann without misfires, so its actually lower than 1.8%). If an opponent shoots his cannons at your slann, for a 1.8% chance of killing him instead of aiming at the stegadon which is basically free points for cannons, hes an idiot. You also have terradons and magic to stop cannons (don't underestimate how good a 2D6 S4 spell is against non-dwarf cannons).

    Skink looks good but you already have cogitation and a ton of DDs, switch the Diadem for Plaque of Tepoc, you don't want to turn PDs into DDs anyway as it will hamper your magic phase.

    Looks pretty good skink-wise (tho you could run 4x10 as you're only missing 4 skinks, if you find the pts for it). Saurus isnt very effective in untis of 20, 3x6 is a far more effective fomration than 4x5, especially as you loose your extra SCR from 1 single dead saurus. I strongly recommend 2 units of 18.

    A lot of people tend to take the sun standard on TGs but its really useless on them. Your opponent has a ton of better targets than your insanly resilient TGs, any smart opponent will shoot at salamanders, terradons, kroxigors and even skinks/saurus before they target the TGs.
    Awesome, but could use an extra handler. Its incredibly easy to convert a handler from a regular skink, and if you don't have any spare skinks you can just make a base with a bloody arm on the base, which is an eaten skink representing a crew member (I've seen it once or twice at tournaments and always makes me laugh ^^).
     

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