7th Ed. 2000 Heavy magic list doubles

Discussion in 'Lizardmen Army Lists' started by slaan, Jan 2, 2010.

  1. slaan
    Jungle Swarm

    slaan New Member

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    I'm playing in a doubles game against dwarves and my team mate is going very heavy close combat so i am going to try to overwhelm dwarves with magic and shooting. here's my list, comments/concerns would be greatly appreciated. the rules are we aren't allowed to take duplicate special or rares in a single list

    Slann: (Lore of Metal)
    Focused rumination, Higher State of consciousness, Focus of mystery
    Divine plaque of protection, Rod of the Storm
    Sun standard of chotec
    BSB

    Priest
    EOTG
    Plaque of tepoc
    Amulet of itzl
    level 2

    Priest
    Claok of Feathers
    level 2

    Skinks
    X11

    Skinks
    x11

    Chameleon Skinks
    stalker
    x6

    Temple Guard
    Full command
    Totem of prophecy
    X16

    COC
    musician, standard
    x5

    Salamanders
    2 extra handlers
    x2

    question: is it a good idea to fly the Priest with the cloak of feathers into the scouting chameleons so that the Slann can channel his spells through him, or will he get torn apart on the front lines?

    Thanks guys
     
  2. raptorman
    Skink

    raptorman New Member

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    I actually played a very similair game a few weeks ago. Lizards & VC versus Dwarves & WOC. Dwarves are great at dispelling, so dont expect miracles out of your magic phase (I had even more points put into my magic and he still had more dispell dice then I had power dice, of course he was anticipating heavy magic).

    As far as the flying skink priest, just keep in mind he has to be within 24 inches of the slann and only magic missiles can be shot through him. I would probably put the chamelons right in the back lines to march block and maybe single out a lord/hero (especially the dwarves giant anvil that cant move!) and only try to get the skink priest with them if it looks like it will be fairly safe to do so (maybe put him with a skink unit until the unit is close to the chameleons, and have your priest fly out of it to join the chameleons).

    My one big tip is that we won that battle because the dwarves couldnt get line of sight because the WOC had to get into combat to be any help. It made the dwarves only helpful in one thing, dispelling. if your ally has a good magic or shooting army, you should be okay by playing defensively.
     
  3. erians
    Razordon

    erians Active Member

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    A pretty decent magic phase. You might want to take a jag charm scar vet, as he has to dispell that every turn or loose a war machine (and he has to use 2 dice to be sure to dispel it). I would also take banehead as your slann already have loads of protection. Lore of Metal and Bane head is an awesome combination, use rule of burning iron to one-shot one of his rune priests.

    You dont have 3 core choices, you can replace the cammo skinks with regular skinks or skink skiirmishers.

    I dont really see any point in taking both temple guard AND etheral on your slann, he can't be targeted in your TG unit, he gets LO,S!, he has a 2+ ward and dwarven cannons are magical most of the time anyway. CoC are good when they can connect with their targets, but dwarven handguns will kill these guys faaaast as they only get a 4+ save, and after 2-3 casulties your unit is pretty useless.

    As raptorman mentioned the total amount of metal magic missles that can be channeled is....1 ! Your slann can already cast like a large target when he is with the TGs so he will have LOS to anything he wants anyway.
     

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