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
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
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?
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