8th Ed. 2000 - Slann & Skinks

Discussion in 'Lizardmen Army Lists' started by ForgottenKnight2001, Nov 2, 2011.

  1. ForgottenKnight2001
    Saurus

    ForgottenKnight2001 New Member

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    Still learning the ropes with the lizardmen. Trying new army next week and hopefully will actually end up in a 1v1 game not a 3v3 or 4v4 that we've been doing that pretty much negates magic since we have to share the 2d6 with 3 or 4 other casters per side (Last week, we had 5 lvl 4 casters on the board, and none of them could cast anything w/ 6 dispel scrolls and the limited number of dice).


    Want to try out this list. Any advice would be appreciated.

    Lords
    ------------------------------
    Slann
    - Mystery, Rumination, Consciousness
    - BSB, Warbanner, Divine Plaque of Protection, Cupped Hands
    - Light or Life

    Heroes
    ------------------------------
    Skink Priest
    - Channeling Staff

    Skink Priest
    - Dispel Scroll

    [These 2 for Vassal & dice batteries for the Slann really. Though they can get comets and other nasty bits)

    Skink Chief
    - Dagger of Sotek
    - Stegadon

    [I'm a big fan of this model and like to take it in most if not all lists, the reason the chief is on the back is so that the VC ethereal and Green Knight using Bret players we have don't tie him up for the entire game again. That's worth 80 points imo]

    Core
    ------------------------------

    Skink Skirmishers x15
    - Javelin

    Skink Skirmishers x16
    - Blowpipe

    [A bit of poison to deal with ogres and monsters]
    [I'm torn between javelins and blowpipes, though I've been tempted to try to use Shadow to get Okkam's Mindrazor on the javelins. Str 6 javelins might ruin somebody's day, plus Pit of Shades is nasty]

    Saurus Warriors x24
    - Full Command

    [Filling out the rest of core, I was debating using a horde of skinks w/ 2 kroxigors, which would give me the points for another unit of skirmishers probably, but don't have the models for that right now]

    Special
    ------------------------------
    Temple Guard x20
    - Full Command
    - Sun Standard of Chotec
    - Iron curse Icon on Champion

    [That Slann block gets expensive quick]

    Chameleon Skinks x6
    - Champion

    [War machine and solo caster hunters, plus they work good against other small shooty guys and monsters]

    Total - 2000 points


    -------
    Edit - took out point cost of easily calculatable units! Sorry about that!
    Edit - Heck, took out the rest of the points costs just to be safe.
     
  2. n810
    Slann

    n810 First Spawning

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    Looks looks interesting, some unique stuff in there. :)

    Ps. don't list points for units, you'll get us in trouble. :(
     
  3. The Hunted
    Carnasaur

    The Hunted Active Member

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    Trouble might be a big word :p, but we like to stay on the safe side ;).

    On the list:
    Do you like your skirmishers units at 15?
    Personally, I just keep them at 10 (11 or 12 if I'm left with some leftoverpoints). The cheaper, the better IMO. Because my skinks rarely survive the end of the battle (but don't tell them that!).
    Also, they can reach their goals with 5 less models most of the time, and at times they don't reach their goals...well 5 extra models wouldn't have helped anyway :p.
    The champion on your chameleons is pretty bad IMO. You're most likely to forget about him anyway!
    Any lone hero charging your chameleons is going to kill all of them anyway..

    The skink chief on the Stegadon...hm. I'm not really convinced of his use. The Green knight isn't seen a lot, and other ethereal units aren't that big of a threat with 2 Slann-mages on the battlefield I'd say!

    With these points, it might be worth investing in a Salamander or more chameleons.

    In any case, my guess is if you need points; these are some pointers on what you can drop :)

    Good luck with the list!

    The Hunted
     
  4. ForgottenKnight2001
    Saurus

    ForgottenKnight2001 New Member

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    I find that units of 15 have that extra bit of "oomph" when shooting. doing 3 of 10 would potentially work, but it makes for a bit more tricky maneuvering if you want to make sure 2 can shoot a unit. Though, if they get charged, I'd have 20 left instead of 15. 3 units might work best.


    He was more of a point thing than anything else. Any other way I looked at it, I was a couple points short or a couple points over. He made it an even 2000. I usually do remember him when shooting, though I know he won't stand up well in a fight, I've actually survived 1 round of combat with him because the chaos champion that charged them had to challenge! But more the point thing than anything else.


    I've had 2 games w/ him tied up by ethereals now. The last 2 times we played vs brets they had him out just to tie up big nasties like that. Although one time it was totally my fault trying to hide from a hydra instead of charging a unit that would have kept me out of the green knight's charge range.

    Our VC player usually has quite a few ethereal in his army. Though the banshee scream is probably more of a worry than getting tied up. He really just a couple points of insurance.

    [/quote][/quote]
    I'd absolutely LOVE to get a salamander or two in my list. I'll definitely take things into consideration for dropping. Especially that poor skink on the back of the stegadon. With a bit more smarts on my part, I _should_ be able to avoid getting tied up. It just looked like a good idea on paper :)

    Thanks for your tips!
     

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