8th Ed. 2000pt Lizardmen list. competetive with some questions

Discussion in 'Lizardmen Army Lists' started by tyluke, Dec 16, 2010.

  1. tyluke
    Jungle Swarm

    tyluke New Member

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    Hi there, this is a list i made to compete against a dwarvern player. we are very competetive but this is not an offical tournament, just us playing. I have been playing lizards for some time but I have never used chameleon skinks, I've read they're good in 8th ed, but i've never used them.

    Lord:

    Slann Mage Priest
    Focus of mystery (life or metal? I haven't decided)
    focused rumination
    soul of stone
    BSB
    Banner of Eternal Flame
    Warm drum of Xahutec
    Obsidian Lodestone (can you use magic resistance againsta a miscast?)

    Heros:

    Scar Veteran
    light armor
    shield
    bane head
    piranha blade

    Core

    Saurus Warriors x 24
    +banner
    +musician

    Saurus Warriors x 24
    +banner
    +musician

    Special

    Temple Guard x 20
    +champion
    +musician
    +banner

    Chameleon skinks x 6
    + stalker

    Chameleon skinks x 6
    + stalker

    Rare

    Salamdner Pack x 2

    Salamdner Pack x 2

    Tell me what you guys think? is there anything I should change or use? I would also really appreciate any input you give and if you answer any questions I asked!
     
  2. mixer86
    Kroxigor

    mixer86 New Member

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    Well then:

    Slaan- you shouldn't really pick a lore based on who you face, but for lizards life is an awesome lore. i can however see the appeal of metal vs dwarfs. i would say take cupped hands but seeing as dwarfs don't have wizards it makes it redundant. But with lore of life you ignore a miscast on a 2+ anyway, so that would solve that problem.

    Hero- fine

    Core- as solid as they come, are they spears or hand weapons, i'd be tempted to find the points to get the razor standard so a whole unit has armour piercing, great for reducing dwarf armour.

    Special- chameleon skinks are awesome! no other word for them, they are -1 to hit as well as any extra minius' for range, moving etc, i took a squad of 8 against dwarfs recently which had 6 war machines in the army, in 5 turns with their multiple shot blowpipes (which are also poisoned) they killed a machine every turn, my opponent was not pleased. I would drop the stalkers however, not worth the extra IMO take extra chameleons instead.

    Rare- beautiful, -3 basically removes their armour completely.
     
  3. rammramm
    Chameleon Skink

    rammramm New Member

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    Drop the drum, change the banner to standar of dicipline, remove the stalkers and add a unit of skink skirmishers.

    Other than that I would suggest light for the lore. Will give your saurus a nice 16" march in the second turn and will severely reduce the usefullness of his warmachines. Light can also turn saurus/TG into complete beasts in CC and have got some nice damadge spells. On top pf that phas protection can win a game against lots of war machines.
     

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