8th Ed. 2000 points tournament list

Discussion in 'Lizardmen Army Lists' started by EagleFoxBe, Sep 6, 2012.

  1. EagleFoxBe
    Jungle Swarm

    EagleFoxBe New Member

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    Hi, i'm new to forum but i play over 3 years with lizardmen

    i just want some reactions of my list

    Slann 480
    Light
    BSB
    Banner of Eternal Flame

    All spells 1 Lore
    +1 Dice / casting attempt
    Becalming (6's of 1 enemy wiz discarted)

    Cupped hands
    Ruby Ring

    ScarVet 163 in saurusblock
    Light armour
    Shield
    Cold one
    Talism of prserv 4+ ws
    Warrior Bane 1w -> -1att

    Scarvet 150 in TG block
    light armour
    Cold one
    Sword of antiheroes +1s +1a / char
    enchanted shield
    luckstone (reroll 1 as)

    Core
    35 Saurs hw+shield 415
    FC

    14 skink skirmishers 98

    Special
    29 Temple Guard 544
    FC
    Razor Banner (-1 as)

    Rare
    1 salamander 75
    1 salamander 75

    This makes up 2000 ptn

    Tactic:
    I would like to go fast forward (light) and my heroes can charge out for annoying things.
    they have all magic weapon and decent armour. antihero scarvet can stay longer in TG.
    scarvet with warr bane can make monsters and char lose power to attack

    skinks using for high T things
    Salam using for making panic in low leaderships
    or combination of 2 for heavier beasts.
    or first sallies to take away regen and then skinks to finish
    (doesnt work always)

    magic boost my speed and with Magic missiles i get of other small stuff
    the ruby ring can take away regen of a monster, this i combine with other MM same turn

    TG should be big enough.
    agains horde army's i get them 10 big.
    if i have 20 of them left in combat it gives me the following att.
    30 ws4 s5 att and a -3 on AS
    should be nice

    SW block is big enough to hold long and kill other blocks (with buff from light...)

    Let me know what can be improved or is not working with LIGHT
    All ideas welcome

    EagleFoxBe
     
  2. khsofsso
    Skink

    khsofsso New Member

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    Problem with scar'ones is they can be picked out by warmachines I'd drop them to foot troops. Or at least stick charmed shield on one. Usual builds are dragon bane dawnstone. Your skink unit is a bit big would only have units of 10 easier for movement. Ruby ring is wasted on lizardmen as slann eats dice plus only small fireball. I'd go standard of discipline instead of flaming. If worried about regen burning blade is good on character. Another salamander would be great aswell
     
  3. Huichi Mixi
    Skink

    Huichi Mixi New Member

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    You said the ruby ring will get rid of regen, but your banner of eternal flame on your slann will already make his magic missiles flaming?
     
  4. Ejpok
    Temple Guard

    Ejpok New Member

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    Hello,

    I'd Change the Scar Vets. You didn't think too much about them havent you?:)
    First of All, Cold One Scar Vets are the Bread and butter of a good lizardmen army, They Can make VP, and they rarely give them away. T5 and a 1+ Save are the best advertisment to my words:) As for the EQ, Runnig 2 Scar Vets or even 3 Is pretty Nasty, so Here are my options:

    1)
    -La
    -Sword of Might
    -Dawnstone
    -Charmed Shield
    This guy has a 1+ sv with reroll and a 2+ Cannon save. Str 6 ensures good armour penetration as well as nice wouding capabilities. comes in by 160 points

    2)
    -LA
    -GW
    -Amulet of Itzl
    -Venom of The Firy Frog
    -Dragonhelm
    Again. 1+ Save, with a 2+ Anti Cannon Ward. Magic Attacks and a 2+ Ward save vs Lore of Metal screaming Skulls or K'daii demons. 166

    If there is a third option, I'd go for armour of destiny and GW. for 161 poitns 4+ ward vs Cannons and Str 7 with 1+ sv Gives you one hell of a punch.
    Here in Europe we Play on Euro restrictions, and thus Scar vets are only 0-2. So, many LM players make a cheap Slann and Fill in an Old Blood. (GW, Glithering Scales talisman of Presevation, tricksters shard).

    Hope I Helped:)
     

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