8th Ed. 2000 points army - needs tinkering?

Discussion in 'Lizardmen Army Lists' started by TheLazyLizard, Jun 13, 2013.

  1. TheLazyLizard
    Jungle Swarm

    TheLazyLizard New Member

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    Hello,

    So I am returning to the hobby and I am aiming for a 2000pt Lizard list. I haven't actually played in nearly 20 years so I was hoping for some helpful soul to give it a quick look and offer some critique from a perspective of actually having played recently.

    I guess its fairly standard, but I have am finding it difficult to finalise the list.

    So here was what I was thinking, it totals so far at 1868 according to my calculations, the rest will go on magic items etc

    Core - 528 points
    30 Saurus Warriors Full Command
    12 Skink Skirmishers
    12 Skink Skirmishers

    Special -563 points
    9 Chameleon Skinks
    6 Terragons
    15 Temple Guard Full Command (do I need full command here - musician is pointless right?)

    Rare - 385 points
    Ancient Stedagon
    2 Salamanders

    Lords & Heros - 390
    Slann Mage-Priest + BSB
    Skink Priest + Dispel Scroll

    My main question would be do I need 6 Terragons if I already have 9 Chemeleon Skinks and 2 units of Skirmishing Skinks? The original thought behind 6 was to handle war machines and give them that little extra staying power, but that might not be necessary. Better with 3 and use the points for a hero? Better with none and beef up the temple guard? I realise the temple guard are already chewing up points for what I am getting already but maybe I should spend that little more to give them staying power?

    I hope to join in the forum when I have something useful to contribute. I might even post my first (and possibly disastrous) battle report when its comes. For the time being I will be lurking in the shade reading forums.

    Thanks!
     
  2. anglo
    Skink

    anglo New Member

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    if i were you id make your saurus more like 25 saurus with command and spears so u can use them as a nice hammer set up next to your slan/temple guard so they can be your anvil since slan is bsb with ancient steg on the other side for the vice with command u probably wont need 6 teradon so u can free some points there, also have you thought about running an old blood? they are pretty damn good just on a CO with GW and VOTFF
     
  3. TheLazyLizard
    Jungle Swarm

    TheLazyLizard New Member

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    I lone hero running around on a cold one. That sounds like a good trouble shooter to have around. It also gives me that extra character so I can mess around with hero builds; fun to be had there.

    I am thinking if he is cheap enough he can be a distraction / thorn in the side. So I will pick one of these up in place of 3 Teradons.

    Thanks for the reply Angelo, may your enemies fall on your blade!
     
  4. anglo
    Skink

    anglo New Member

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    probably make him a scar vet, much cheaper and pretty much just as lethal. he can ride the CO and use a GW with VOTFF and have GS and a charmed shield for saves and more defence in combat then u could grab a POF (potion of foolhardiness) for the 1st combat round if u charged he'll be immune to psych and +1 attack the turn you use it and he would have 50pts magic total of 161pts he would smash everything
     
  5. skillfull_dan
    Chameleon Skink

    skillfull_dan New Member

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    Couple things.

    First off, I think your saurus are perfect as they are. 30 is really thick for 2000 points, but this is going to be a lot for your opponent to chew on.

    Second, if you are going to field 6 terradons, they will be better off in two units of three generally. As to whether or not you need two units of them, thats up to you play style, I would only take a unit of 3 at 2000 points but thats my play style, 6 isnt bad.

    Slann get a free discipline, I assume you took rumination? What lore, Life is the default choice with TG.

    Definitely take a musician on the TG, If combat resolution is otherwise equal, the unit with a musician wins. Also you are only allowed to quick reform with a musician. A champion is not necessary on the temple guard however since they are kind of pricey (but if you take a champ they get a 25 point magic item)

    15 temple guardis pretty skinny unless they only serve as a defensive bunker for your slann but you will need to avoid early combat with this unit. Avoiding combat shouldnt be hard since you have 6 terradons and 3 units of skirmishers. If they die your slann is going to be served up as frog legs shortly after. When I take TG i normally make them larger and back them up with light, life, or shadow and use them offensively. Small temple guard units arent wrong, just be aware that a unit this small is defensive only until late game.
     
  6. TheLazyLizard
    Jungle Swarm

    TheLazyLizard New Member

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    I guess I need to read up more on the choices for the Slann Mage-Priest. Its not something I have thought about yet but I will get to it.

    I will get these models for my army give the different combinations discussed in the thread a try. That's what its all about I suppose.

    Thanks!
     
  7. chefsdad
    Saurus

    chefsdad New Member

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    Hi, not the most experienced player by any stretch of the imagination, but ill throw in my 2 pence:


    You dont need 12 skirmishers in a unit. Ive found that skirmishers tend to poison stuff up or spend the game running away and getting in the way of enemy chargers. 10s should do you fine.

    As mentioned, the temple guard unit is pretty small. Any high strength unit or unit with a bucket of attacks (e.g. monstrous cavalry, monstrous infantry etc) or chariots will diminish that unit in no time. Sure, you can get earthblood and flesh to stone on them, but that might not always happen, and it might not always save you. Im planning on running some of these badboys myself soon, but ill be taking 26 with the razor standard for aded punch. I wouldnt dare run less than 25.

    Terradons are awesome. Probably my favourite unit in the game next to the slann. Units of three is all you need, so I'd split the unit in two.


    Chamelon skinks are also awesome, but my personal preference is two units of 5/6 over a single unit of 9. More options, more targets, and less points if a unit dies.



    On to the Slann. This guy is going to be the core of youre force, so pick disciplines and a lore that will suit the army. Rumination is a must if you want to dominate the magic phase, as is becalming if youre worried about Dwellers, Purple Sun or Dreaded Thirteenth. I also never leave home without soul of stone. You dont want your general+bsb disappearing down a hole and taking most of his unit with him.

    As for lore, its preference really. These forums bang on about Life alot, but other than Dwellers it doesnt help you kill anything, but if youre hoping to grind it out in combat you may find it suits you. Metal helps against armour and has a decent buff in to hit, but you ight find a couple of the spells redundant, e.g. glittering robes.

    Shadow is good for mindrazor and debuffs, and can help alot in combats but can only target singe units. The two major debuffs are remains in play to, which means you might find them only working in YOUR combat phase before theyre dispelled.

    My personal favourite is Light. good utility, and ability to buff multiple units. Doesnt make you stronger in combat though.
     

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