Lord. [273] Old blood (145) Cold one (30) hand weapon (8) Maiming shield (30) horned one (35) sword of the hornet (25) Heroes. [292] Scar-Vet (85). [142] +HW (4) shield (3) Amour of destiny (50) Skink Priest (65). [150] Lvl 2 (35) Plaque of Tepok (15) cloak of feathers (35) Core. [693] Sauros Warriors (220). [250] Chmp (12) musc (6) banner (12) Sauros Warriors (209). [239] Chmp (12) musc (6) banner (12) Skink skirmishers (84) Skinks (120) Special [395] Cold One Calvary (315) musc (10) banner (20) chmp (20) Jaguar Standard (25) Rare [350] Salamander (75) Ancient Stegadon (275)
First of all, you can't post individual point value in your topics. Make sure you erase them ASAP. Not sure if you paid for an extra HW, but since you have a magical weapon and a magical shield, you can't use it. Check your math on him. Also, if you buy a horned one, you don't have to pay for the cold one as well. I'll also state what most people will say, a Slann is the best general available to Lizardmen. Still, that doesn't prevent anyone from using an Oldblood. Characters come with a hand weapon, since you are using a shield, you don't have to buy a extra hand weapon that will do nothing. I like this build, a mobile caster with 3 spells is decent, a bit light on spell but I guess that's what you are going for. Not sure how many Saurus you have in this unit, it should be at least 20 strong Same as unit 1 That's good Ranked skinks alone are free VPs in most cases. Either add some kroxigors or make these guys skirmishers. Special [395] It's a big unit, I usually prefer 5 or 6 with only a musician and use them as a flanking unit. With the freed points from the cold one, get an extra handler in case your salamander misfires. If you drop some Saurus Cavalry, you can get a second Salamander.
Hmmmm where to begin.... First of all....It is your army and please build it the way you see fit! I'm just giving me my 0,02$ and you can ignore what you want...... My personal belief is that this list is not very strong at 2000 pts...... Our best general is a Slann mage. imho it is as simple as that! An Oldblood deserves some love and i like it when somebody is fielding him as a general...... You field thuis guy on a CO and place in with the other 7 COC right? That one BIG unit, that can hit like a ton of bricks, but on the other hand can also drop like flies when it revieves some fire....(Let's hope you never fail stupidity on a crucial point in the game...) Your priest, is mobile, but it wil probably be dead at the end of turn one or two ( you opponent is gonna hunt this little swampdweller down).....(You are pushing it with this low magic defence, When that guy is gone, you'll be left with almost no defence in the magic phase....) Trust me...That can and probably will hurt! Your SW blocks are nice! and tough! keep 'm around! R&F Skinks are just lunch for most opponents.....even snotlings will kill them ;-) SeBM said it right. Make them skirmishers (but less then you have now) or swoop in some heavy hitters..... Or even better leave them at home ;-) Where are your terradonriders or chameleon skinks for cleaning house on the other side of the table? If i'm reading correctly, you are fielding 1 sallie?.... correct? I would play two (at least...) The ancient Steg is great, but i'm not sure if he will be in this list...You have two targets for shooting. One: your COC and two: your Stegadon...... I think when you are going Old Blood, It's better to go all the way... (with that i mean: 1 carnosaur, a big unit COC, at least two stegs...etc. etc....With that approach your opponent must chooce or something large and painfull will come crushing in....) I hope you can put some things into good use....Good luck building maestro....
It all depends on what kind of game you are playing. If it is a casual game where you want to try things out then this list may work. But since your opponent is fielding the emperor himself Im guessing its not that casual. Since he is fielding the emperor he cannot have a wizard lord and if you take a Slann instead of one Oldblood you will pretty much dominate the magic phase and hurt him alot. The best lore is by far the lore of Life. With the focused rumination and focus of mystery you can really make your oppenent cry. Plus he will be fielding warmachines and you could either make your slann invunarable to any non magical attack or give him a 2+ wardsave against all ranged. Wery handy to not get killed in the second round by a canonball. Keep in mind that if he field a Steamtank and you have not picked lore of Metal or lore of Death you have an enemy that you cannot harm and he cannot lose with it. It will be a pain in the a**. You can still put a wound on it but it is highly unlikely and you will tie up at least one unit with it that will lose in the end. Your lucky if you just lose one unit to that blasted thing. Magic is your only weapon that is effective and one good hit will bring it to a halt. I always use lore of Metal against empire because, without it your done for. Its a pretty bad lore unless you play against a Steamtank. If you thinking of using shadow with pit of shades its has no effect on the tank for some reason I do not know. Shadow would have been a great choise otherwise. He will most likely put Karl Franz in a unit and with the final magic in lore of metal his magic resistance will not help his unit. The Scar Vet works great with a Great weapon. He is so slow that any hero he is facing will strike before him and with T5 3+ armour and 4+ ward he will survive the most. And then hit back with S7. Its great but, the extra handweapon gives him one more attack if you are looking for killing units instead of heroes. He is nothing against Karl Franz but if you take Chakax, the emperor will die a swift death. If you keep the skink priest put him in a unit of skinks and krox. If you have metal with your Slann you can shoot searing doom from the skink priest if he is within 24 inches of the slann. Then the steamtank have nowhere to run. Core looks good. You could field your Slann alone and imune to everything but magic. Karl Franz will be on foot or on a horse. He will be on a pegasus if your unlucky. If he is on foot or on a horse he will be fairly simpel to avoid with your slann but if he rides a pegasus he will be tricky. If he gets to your Slann you will be in trouble. If your unsure, just put him i a Temple Guard unit and he will have all the protection he needs. Maybe just put a +2 ward save against connonballs. Just to be sure. If you take TG you can skip one saurus unit and give the skinks some krox. That should get you over the minimum of core you need. The small ranked skink unit is great if you want fast rank breakers but against empire he will just shoot it down and get the points. Remember that skirmishers cannot be rankbreakers and skinks are pretty bad in close combat so skirmishers dont really work well for warmachine hunting. You will need Terradons to go warmachine hunting becasue they are empires greatest weapons. If you use Cold ones they work best if you use them to flank when your infantry gets into the action. They are slow even with the standard and die easy when warmachines shoot at them. I would skip them. For your rare, use Salamandrar as much as you can. March and fire is a great weapon and if you take a wound on the unit then its a panic test and empire can not take to many panic tests. If he does not have his general close then its easy to get them to panic and he will have a hard time making his army work. Skip the stegadon since one or two cannonballs will kill it easy and he wins 275 points without breaking a sweat. You will run out of points but you just got to find the balance in the list These are suggestions to build a an army that is made to defeat empire. But as I said before, Its all about what kind of game you are playing. He will have a hard time with this kind of list and his warmachines will be pretty uneffective. And in close combat you will just tear through him. Good luck and keep us posted on your decisions and how it went. May the Old ones be with you.
The Sw squads are 20--19+scar vet-- 18+spears 6*3 how could i beef up my magic without adding a slann?
You could take an ancient stegadon with an engine of the gods but its VERY vunerable to warmachines. You will get a level 3 wizard but the best you could get from the engine is a 5+ ward as protection. You could get more skink priests but then you would need more ranked skinks with krox to not put all your eggs in the same basket. Its might work but you will give away the strongest phase lizardmen have. Plus only lore of heaven is hard to work with.