Hey guys i know I am new here, but I have a tournament coming up within the next month, there is no real date set, but it will soon. I am playing tournament with 7 others, so 8 in total. I could really use a hand in my army build, I stopped playing the game a few years ago so I could use a re fresher. Rules: 2000pts. If Lord is killed he can not be used again in the same manner in your next game. Once the army list is built it can not be changed. All army lists will be available for other players to see (we have a few cheats in our group) Other Races: Beastmen, Chaos, Dark Elves (x2), Empire, Tomb Kings and Orcs/Goblins. 2000pts Lizardmen: Lord Oldblood: Light Armor, Obsidian Blade (No Armour saves), Carnosaur - 415pts Heroes: Skink Priest: Diadem of Power - 90pts Skink Priest Dispel Scroll - 90pts Skink Chief: Light Armor, Shield, Bane Head, Biting Blade - 84pts Core Units: Saurus Warriors: x19, Full Command - 239pts Skink Warriors: x31, x3 Krox, Full Command - 342pts Skink Skirmishers: x20 - 140pts Special Units: Stegadon: x1 - 235pts Saurus Cavalry: x8, War Banner, Full Command - 355pts. Options: Cut the Cavalry Unit in half, without command and banner making them 5 strong and adding in 2 salamanders. Thank you for taking a look at my list and thanks for any responses!
i find cav a rly exspesnive for what they give but they do make good flanking units sallys are realy good at mass killing hords so depends what u would rather focus on (also ur not saposed to put points down for individual modles its against the forum rules u shld probably edit this befor u get in truble ) do u know what the other 8 people's armys are that could effect what you want to bring, also if ur alowed to switch magics maby it could be worth bringing a slann such as if you fight chaos wars bring metal lore if u fight ogres bring shadow so on that give u a small advantage to other armys
The above two things do not belong together. Unless you want your lord to be killed for some reason. The Carnosaur is, of course, likely to die, but the Oldblood is just as easy to kill as the beast! If you aren't loading up up with magic items, you shouldn't be taking him at all. At minimum get him a ward save, but normally you want a serious tank configuration, so that even when the Carnosaur dies, the enemy won't get points because they cannot kill the Oldblood. To me, this isn't even close to being worth having. His odds of doing a wound to anyone are tiny. Probably not big enough, especially with no magic. Strictly better as 2 units. Make him an Ancient. The Strength 6 is entirely worthwhile, and the extra armour save is good too. Especially with no Saurus characters, this unit is not worthwhile. Even downgraded with Salamanders added, the 5 Cavalry probably aren't worthwhile in this list.
i appreciate all feedback. i am going to scrap this and re work it. I knew I had some useless units in there. Cavalry never worked for me in the past, but i figured with new rules it might wanna work. I think im going to make the saurus unit bigger. maybe 25? i think that could work, or maybe 2 units of 20?
25- 30 sarus are nice blocks if you put a nicely kited out scar vet or 2 in the unit realy strong also when im e makeing builds i try to think about point cost and what i will be doing with the unit/char so if for example im takeing cold ones what am i useing them for . is there a dif unit that is same price and will do the job better or a unit thats almost as good but way cheaper so on. maby if i want a fast unit thats fairly hard hiting its worth looking at a stegadon. or even a group of krox with skinks another thing u gotta think about is what the units are best at like if you know ur gonna be fighting a lot of big slow monsters or cannons or somthing bring a few packs of cammo skins or maby some terradons and if u dont know what ur gonna face try mix up your units and think of all possabiltys if im bringing a slann how am i defending it can i use the def of the slann as a good attack or am i gonna try and use speed and avoidence to use the slann to its best abilty if im bringing big blocks of units how will i stop them geting flanked by a hord army theres loads of stuff u gotta think about im pretty new to it my self but these r questions i always ask my self when im building a list and it helps me so i thought id write this out n hope it helps you too
you make valid points. I cant take units for the sake of it, every unit needs a purpose and I just cant find one for the cold ones. As for the skink.krox unit, i really think it will get owned.. low toughness no armour save. Maybe a smaller unit of them. Another good thing about this tourney is that everyone is still getting used to the rules and what not, so i imagine they are in the same boat as me. It's so hard, especially because i am over thinker..
well i think skink krox units can be good as a sapport unit specialy because the krox in the skink unit stop stomps and the dread 13th spell also they cause fear and there is a spell with metal Glittering rust 5+ scaly skin good for skinks and if they have shields aswell even better also rember they have to kill all the skinks before they can touch your skrox skrox are actuly realy good against high armor stuff because of the 6 S attacks and so is metal!
8th edition made all cavalry much much worse. Sure, the skinks die in droves, but at 5 points each, that isn't terrible. As long as you take enough to remain Steadfast for a few rounds, the Krox can pound on the enemy while the skinks die. While I have seen posts here talking about using smaller units as support, I don't think I could make that useful. The big unit is the one that maximizes the hitting power of the Kroxigor while keeping them alive and Steadfast.