8th Ed. 2000 Pt List

Discussion in 'Lizardmen Army Lists' started by Avak786, Dec 4, 2014.

  1. Avak786
    Saurus

    Avak786 Active Member

    Messages:
    67
    Likes Received:
    143
    Trophy Points:
    33
    I came up with this the other day and thought i could get some advice on what to improve on it :D

    Lords:
    Slann w/harmonic convergence, channeling staff & Focus of Mystery

    Oldblood w/light armour, enchanted shield & razor standard

    Heroes:
    Scar Vet w/light armour, great weapon, shield & talisman of endurance

    Skink Priest w/Level 2 & a dispel scroll

    Core:
    34 Saurus warriors w/command & spears

    24 Cohort Skinks w/command

    2 units of 12 skink skirmishers w/leaders & blowpipes

    Special:
    Stegadon w/ unstoppable stampede & sharpened horns

    6 Cold one riders w/command & spears
     
  2. hdctambien
    Terradon

    hdctambien Active Member

    Messages:
    579
    Likes Received:
    49
    Trophy Points:
    28
    The Old Blood can't carry the Battle Standard. Only Slann, Scar Vets, and Skink Chiefs can be the BSB. You can swap the BSB over to your Scar Vet, however if you are taking a Magic Battle Standard on anything except a Slann, you can't take any other magic items. You either get a magic standard, or a regular standard and magic items. The Slann is the only exception to this rule (in the entire game, I believe). So you probably want to make the Slann the BSB.

    I assume you're putting the Old Blood and Scar Vet into your unit of Saurus for protection. If you put them both on Cold Ones you will still be able to put them in the Saurus unit, but they won't benefit from Look Out Sir (but you can put them in the Cold One Cav unit for a LoS). However you will gain a lot more flexibility and utility from them. The Cold One gives a +2 armor save, so you don't need the Enchanted Shield on the Old one, and can spend those points on something else. Also, it would bring your Scar Vet down to a 2+ without the Shield, and since you can't rock the shield in Close Combat with your great weapon you could drop that and replace the Light Armor and Talisman with some heavy magic armor (Armor of Fortune?) that would get you to 1+ and a ward save.

    What is your plan with this army? What armies will you be going up against?

    Some questions to ask yourself about your army:

    1) How will you deal with MSU Avoidance lists? Wood Elves, Fast Cav Dark Elves
    2) How will you deal with gun line armies? Dwarfs, Empire, Wood Elves, High Elves
    3) How will you deal with hard hitting, high armor armies? Chaos, Dwarfs, Empire, Brettonia
    4) How will you deal with horde armies + strong characters? Vampire Counts, Skaven
    5) How will you deal with Monster Mash / Multi-Wound armies? Lizardmen, Chaos, Ogres
    6) How will you deal with Elves... I hate Elves.

    If you don't play against some of those armies, you won't have to worry about answering those questions. But you want to have a general plan before you deploy. Otherwise, you're just going to be rolling dice (Sun Tzu says something like that, I think.)

    Some other questions:

    Why spears over hand weapon + shield?
    Why blowpipes over jav + shield?
    Why spears on Cold One Cav?
     
  3. Avak786
    Saurus

    Avak786 Active Member

    Messages:
    67
    Likes Received:
    143
    Trophy Points:
    33
    Thanks! I've made a few tweaks and corrections based on what you have recommended such as making the Slann the BSB and replacing the light armour, talisman and shield on the Scar vet for the armour of fortune. In regards to armies I play against, they are usually either Dwarfs, Vampire Counts or Bretts so, against the dwarfs I tend to use my skirmishers as distractions for the artillery so the saurus can get the charge against the big dwarf blocks the fields and the stegadon is used as a charger to kill of the small elite units on the charge. Vampire counts I tend to use the saurus as a massive deathstar unit to crush through the zombie and skeleton hordes and win on combat resoltution. The skinks are thrown against ethereal units as a tar pit and to hopefully win on rank bonus and usually charge and the stegadon does the same thing as always. Against Brets i'm still a bit stuck on how to go about playing against them but using spells such as walk between worlds to throw the big units around more seems to have worked in the past.

    The layout is usually both skirmish units in front of the saurus as redirectors one behind and slightly to the side of the other with the saurus out in the centre and the stegadon, CoC and cohort on the flanks.

    The gear on most of the units are a result of me making my first models with those and I normally play at GW so they tend to be what I can only use. I have some HW+Shield saurus but some more are my next buy.
    Thanks.
     

Share This Page