Okay, so this is my current build for the 'new' edition of Lizardmen. (New to me, as I dropped fantasy for quite some time). Anyhow, please tell me how I can modify it to make it better, or if it is solid enough on its own. Thanks! Lords: Sarus Oldblood - Carnasaur + Maiming Shield + Light Armor + Scimitar of the Sun Resplendent + Taismin of Protection = 460 Heroes: Skink Priest - Level 2 + Diadem of Power = 125 Skink Chief - Ancient Stegadon + War Spear = 380 Core: 20 Sarus - Full Command = 250 20 Sarus - Full Command = 250 10 Skinks Skirmishers = 70 10 Skinks Skirmishers = 70 10 Skinks Skirmishers = 70 10 Skinks Skirmishers = 70 Special: 6 Cold Ones - Full Command = 260 This list is basically based upon the Carnasaur and the Stegadon walking through everything. The Sarus support them, and the skinks either screen me, or take down anything that looks like it will be a big nuisance during the game. The Priest is there for despelling mainly. If he casts anything, great! If not , oh well. The past few games I didn't fare so well, however that was largely due to my... less then ideal tactics. Suggestions?
Hey. A few things that i can give advice about. Firstly, if you are wishing to be competetive i think you should skip the carnasaur, it is a nice model and cool etc but when it comes to being effective for its points i wouldnt take it. The only thing he really does is tearing up monsters etc and people wont let you charge their stardragon or treeman, hydra etc. You have only a level 2 skink priest as magic defense, (along the shield yeah), this wont do much in a competetive envoirement, id say atleast 4 DD and 2 scrolls imo, the only armies that really can pull of a low DD is a star dragon list with a huge unit of dragon princes or a wood elf army. Skink chief on steg isnt something i really see useful either, you would be tons better off with having another skink priest there with the wardrums or 2 scrolls. (id say war drums and then give the other priest a scroll). To free up some points drop 2 saurus and the champions of the units and run them 6 wide and you have 2 ranks. drop one cold one and the champion from the unit to get more points, maybe a skink skirmish unit to and get a unit of 3 terradons. with the points left over from the carnausaur i would take a scar vet with enchanted shield, blade of chotec and a cold one and make it a BSB. Dunno if this is what you want to do but some oppinions. Good luck
I am by no means an expert on composition for larger games (I typcially play smaller games), but I can offer my thoughts. Firstly, the army seems a bit core troop heavy. This isn't necessarily a bad thing, but can mean that you lack tools to deal with specific troop types that the enemy may choose to field. I would consider utilizing a couple more special choices versus so many core units. Perhaps Kroxigors or Terradons? Salamanders are great as well and Razordons seem to do well in certain situations. I am also slightly concerned with how well you'll fare against magic reliant armies (TK, VC, etc), a level 2 skink priest should provide adequate protection versus an 'average' (if there is such a thing) army, but you may take some incidental magic damage that could be prevented with a few more dispell dice. I honestly don't think you should count on offensive magic as part of your strategy with this list, ever. It seems like you'll just be giving your opponent a reason to use his dispell dice each turn. Once again, I offer my casual thoughts and observations without much experience in dealing with 2000pt+ games. I typically play much smaller games. That being said, I'm sure someone with more experience will be able to offer better advice. Hope this helps.
The skink is there only to dispell things. The diadam of power lets me save up to two unused power dice and use them in the following dispell phase. This means I have 5 dispell dice. He's not there to cast anything. If he does, great. But that's not his purpose. The stegadon with the chief gives him 2d6 impact hits, as opposed to 1d6. (War lance). This is pretty nasty. And I did find out the hard way, that killing blow is nasty. Against my Carnasaur. Anything else you would suggest? Thanks!
The problem is, if you use the dice to cast a spell, you can not use them again during your opponents phase in the same round. So by using that tactic you're eliminating the chance that you'll cast anything. Unless of course you want to forgo the extra dispell dice, your opponent can count not having to defend too much during the magic phase. This can be a good or a bad thing.
5 Dispell Dice and one scroll just isn't enough these days to forestall enemy magic, especially if that 5 dice is AFTER you use the Diadem. Most armies who only lightly dip into magic will break down your defense and get a few spells through, and armies like Vampire Counts or High Elves will blow through it with ease. 7th Edition has a lot more ways to get more PD and DD. I would suggest dropping the cold ones. Stupidity is a problem, as always, but primarily they are very expensive for mediocre damage output. They are very expensive for a unit that cannot fight without support. You may want to look into the Blade of Realities for your Lord. Yeah, it may seem like everybody is doing it these days, but that is because it can wipe out anything it contacts. When your lord hits he will obliterate them. Also, I'm curious as to how your Carnosaur got Killing Blowed. Were you facing a Brettonian hero or something? Normally KB only works on man-sized models.