Well here is my first post, and my first go at a lizardmen army list! I've a while thinking and this is what I've come up with. Please give me your opinions! Slann BSB Skaven pelt banner Plaque of topek The focussed rumination Takes lore or light 340 points The very centre of the army, buffs everyone with lore of light, casts some minor offensive spells to weaken units or kill flankers. 24 temple guard Full command Champion gets terrifying mask of eeee! 444 points Hardest unit, protects the slann. Hopefully once these guys are buffed they should go through everything! 20 saurus Banner Musician 258 Line unit, gets buffed by light. 16 skinks 2 krokigors Banner Musician 204 points Flanks temple guard, putting them in a position to either support he saurus or temple guard. 16 skinks 2 kroxigors Banner Musician 204 points Flanks temple guard. There to either support temple guard, or to fight supported by cold one cavalry. 7 cold one cavalry Banner Musician 275 points Takes the flank to saurus, supports skinks or pushes flank. Scar vet Cold one Spear Armour of destiny 161 points Makes the cold ones that bit more killer and will hopefully put down other heroes. 10 chameleon skinks Will scout then kill war machines, with 20 poisoned shots they'll be able to kill one a turn easily. Or they can just harass, distract and cause havoc! So that's my list! Feedback is much appreciated! Do you think this list is to magic reliant? Do you think the cold ones are points sink? Please let me know!, Oh and I play deploy like this! Saurus skinks temple gaurd skinks CoC
Slann can't take the Skaven Pelt Banner - It's a Skink only item Terror on your Temple Guard is not as useful these days as it only forces a panic test when you charge. Not really worth the points imo I'd suggest a flaming banner/sword on either your temple guard or cavalry/scar-vet. Very handy against trolls/hydras/hellpits/trees/tombkings etc etc. The flaming banner is really cheap and can be given to either the TG, Slann or Cavalry I'd not take as many Cahmeleons myself. Once you get above 6 or 7 it becomes very hard to deploy them as scouts (not within 12" of enemy) as they take up a lot of room as skirmishers. And the main thing is no Salamanders? Against a horde of skaven, elves, goblins etc (anything at T3), a template weapon is irreplaceable. You're going to be killing 1/2 the models under the template and also (don't underestimate) force a panic check. They are also good for taking out heavy cavalry with their -3 Armour save. Take 2 groups of at least 1 imo. I'd also be tempted to drop one of the skrox units and add more saurus to the main unit. Make a decent anvil to get to the enemy with enough models to do something when they get there.
Thanks for the advice! How does this look to you? Slann BSB Banner of eternal flame Plaque of topek The focussed rumination Takes lore of light Total 325 24 temple guard Fill command Total 419 7 cold one cavalry Banner Musician 275 Scar vet Cold one Speak Armour of destiny Total 161 27 saurus with spears Full command Total 354 16 skinks 2 kroxigors Banner Musician 204 Salamander 2 extra handlers Total 85 Salmander 2 extra handlers Total 85
hey guys, long time no post Slann: plaque of tepok gives you 5/7 spells witch you roll for. given the fact that the signature can't be rolled you might miss that 1 spell you really want (small chances tough, with 5 dice) so it is a bit risky but it is a lot cheaper. won't comment on the lore regarding the banner, i suggest standard of discipline so your slann has Ld 10, you can take the flaming banner on the TG unit, since they are also allowed a magic standard TG: champions are generally useless since your slann can't be challenged (correct me if i'm wrong) and those extra attacks are rarely worth the points COC: i'm guessing you only take these because you allready have the models. they are generally a point sink, having the same stats as TG only on the turn they charge, better save and 1 additional attack from the cold ones at the price of stupidty (not a big deal) and allmost tripple the cost Scar Vet: you really want that guy to survive i guess.... haven;t seen this build before, let me know how it works out Saurus: wierd number, i guess you just had to fill the points. same issue with the champion, you're better off with another saurus SKrox: maybe add more skinks since these guys will fall like flies. also, standard and musician are useless imo since you will allmost allways lose combat due to the squishyness of the skinks. the way i see the unit is that the krox kill and you stay there due to steadfast + slann, thus more skinks, less command group Salamanders: you can only buy 1 extra handler
I completely agree with you about the slann, there should be no way I can fail cold blooded on Thu 9 Jun 2011 10 with a re-roll. No doubt ill manage to do it.... Normally the slann could just refuse and hide in the second rank, but once the TG start taking casualties he's going to become challengeable and the champs there just incase, but to be honest your probably right about dropping him. The CoC are there to support mainly, they're there to flank charge. I'm going to see it they play and if they don't do much ill drop them for saurus. The scar vets there to make the cold ones even harder, and yes I really don't want him to die. I was planning to use him to hold up units, mainly things like nurglings(which are just evil, imo best unit in DoC). The saurus partly like that due to points, but they're also like that so that they can take casualties and still be an anvil. The skrox are there as more of a support unit rather than a line unit, but your right they would be better with more ranks. Sorry about the extra handler, just me only reading the parts I want to know :$ Thanks for the feedback! Ill redo the list tomorrow with the corrections. Once again thanks for the help!
1 more thing. i knew i didn't like something about that plaque of tepok. you're using lore of light, thus you have no throne of vines. you you miscast you're in trouble. drop the plaque and get cupped hands of the old ones. i allows you 1 free miscast (i asume you pass the 2+ obviously) and it damages an enemy wizard. wich is allmost allways present. pay the extra points for focus and mystery and the cup and you'll have a better, longer lasting slann 2nd the slann can be challenged, it seems. just checked with the rest of the gang on the rules discussion forum. without a champ he is either locked i na challenge or behind the unit, not being able to cast or give his Ld and BSB to nearby units. wich just sucks.
*That's not quite right; He can still cast spells. He still gives Inspiring Presence and BSB re-rolls to other units. AFAIK there's not much of a downside to refusing a challenge...