I realize that I'm opening up pandora's box a bit here and that I've never posted a list before. Recently though, I've been thinking about crafting a 2000 pointer with a different setup than what I typically play. I plan on taking a 2000 point list and consistantly using it for a long time. I believe that this will help me become a better player and also utilize my list more effectively. I'm aiming for something that isn't cheesy (the group I play with is a friendly/casual group) but that does utilize the strengths of the LM army. I want to make sure I have a little bit of everything in the list so that I have tools to handle a wide range of enemies (no rock-paper-scissors philosophy here). I'll add a few questions at the end about some things that I'm torn on. Here goes.... 2000 Point Lizardmen Roster General: Slann Mage Priest (Focus of Mystery, The Focused Rumination) - Divine Plaque of Protection - Cupped Hands of the Old Ones - Battle Standard - War Banner Heroes: Skink Priest (Level 2) - Engine of the Gods - Plaque of Tepok Core: Skink Cohorts (x10) (2x5 configuration) Sarus Warriors (x18) (3x6 configuration) - Spears, Standard Skink Skirmishers (x10) Special: Temple Guard (x16) - Champion, Standard, Musician Cold One Cavalry (x5) Terradon (x3) Kroxigor (x3) Rare: Salamander Hunting Pack (x1) 1999 points 1. I am disappointed in the fact that I only have one unit of skink skirmishers. I don't want to drop my two hammer units (aside from the engine) to get more skirmishers. How should I fit more skirmishers into the army? 2. What combination of standards for the Slann's BS and the TG SB should be used? I was thinking of using the SSoC but it is very expensive and I don't think that the TG will be shot at first anyways, considering what else is on the table with them (EotG?). 3. I'm on the fence right now with the TG musician as I don't see myself finding it as usefull as perhaps a 4th skink handler for the Salamander. Should I drop the musician for an extra handler? 4. I think this army would do great with a JSoD, however, that easily pushes the character total over 1000 points (which I don't like). It is hard enough to convince me to spend the points on the two characters taht are in the army right now. Is adding a JSoD going worth dropping another unit out of the army? I'm pretty set on keeping the COC and Kroxigor units along with the Terradon units. But I don't see myself being able to make too many changes without dropping a special. If I had to choose, I'd drop the Kroxigors but that does reduce the amount of hammers I carry in the army. I'd rather keep the cavalry than the Kroxigors. Thanks for reading and accepting constructive comments and suggestions (saying something sucks, or it has the wrong build without saying why makes you look pretty immature, include reasons or suggestions for a different unit build). *edit* Added 4th question
Drop the Divine Plaque on the Slann. Buy 4 more temple guard ( 16+4 = 20 TG (24 in size with slann in unit) = ranked 6x4). Give the War Banner to the Temple Guard standard bearer instead of Slann. Drop the cold one cavalry and the skink cohorts for either: -more skink skirmishers (lots) or -another unit of 18 saurus with spears Your army would be badass. Good luck with your games bro, and have fun with your army whatever list you decide to take.
I'm really thinking about what kind of standard to give the Slann if I give the war banner to the TG. I also can't understand why it matters. Whats the strategy that I am missing here?
Drop FoR on the slann you don't need it same for Divine Plaque protection. Give him the war banner and war drums. Now give the TG the +D6 charge banner. Your putting all your points into this char and unit might as well make them mobile and offensive than just a place to hide the toad. Drop the cohort and with any more points saved add in more skink skirmishers are your dun. Its only 2k not 2250 so you can't have your cake and eat it. Might as well make the slann and TG a usefull component in your army and not have to use on the EoGAY to win it all for you!
Don't give the slann any magic banner. Its points that can be better spent elsewhere and theres nothing that the unit of temple guard really need. (Lizardment banners are kinda crap, apart from fear one, and the half of the fear banner's usefulness and points allocation is irrelevant because the unit is immune to psychology). You want to give the temple guard banner bearer the war banner because, if the unit starts getting attacked hard by lots of units, your opponent will start to target the slann when he can. In all likelihood, your last temple guard (the banner bearer, obviously) will die after the slann. hence, you are more likely get the +1 combat rez from the war banner (and the +1 from the banner bearer, of course) for a greater period of time. It also reduces the slann's points victory points cost, and some armies will gun for him hard. Thats why.
you, my fellow lizard, really need at least two dispel scrolls if this is an all comers list. 3 would be better. i would maybe drop the salamander for this because one salamander is not really a good choice. just too fragile. A single round of shooting might easily take out all of your handlers, not to mention the danger of eating them all with a misfire. I would not recommend using less than 2 salamanders. against certain oppponents that might not be true, butr for an all omers list, no.
I have to disagree with this, Focused Rumination is very useful, you can throw around a lot of power dice with it, and powerful magic is good against most armies (reason to take it in an all-comers army). If you need space for dispel scrolls, perhaps take out one or two krox and leave the remainder in the cohort unit.
Thanks for the advice guys! I have made changes to the list to reflect some input given by the players that I play against. I just returned from Blizzcon '09 so I'm very tired. I will post the modified list here soon. Most likely tomorrow.
Hey. ive played a simmilar list, was fantastic. this is what i ran. slann, rumination, mystery, cupped 2 x scroll skink chief on ancient steg with warspear 2 x 18 warriors with full cmd and spears 2 x 10 skink skirmishers 2 x 10 skink cohort (love this redirect unit) 6 x cold one cav, std muso 19 x temple guards with + D6 charge banner 3 x terradon riders To pick lore of shadow for example or lore of beast and use the movement spells along with the bonus charge range on templeguards, cause they are a pain to have in the flank ^^ Hope you do well with yours
Well, here is an updated list from the original. Despite some recommendations to drop the cohorts, I'm going to keep them. I want some kind of fast, easy to use, throw away unit as a good bait. As far as the Slann's power reduction is concerned, I did so because most of the armies that I will be playing against don't have the tools to deal with that many power dice. I play in a pretty casual setting with friends and we all agree that it's more fun when lists are more closely matched. Enjoy. Characters: Slann Mage Priest (Focus of Mystery) Cupped Hands of the Old Ones Battle Standard Skink Priest (Level 2) Engine of the Gods Plaque of Tepok Core: Skink Cohorts (x10) Sarus Warriors (x18) Spears, Standard, Musician Skink Skirmishers (x10) Skink Skirmishers (x10) Special: Temple Guard (x16) Champion, Standard (Warbanner), Musician Cold One Cavalry (x5) Terradon (x3) Kroxigor (x3) Rare: Salamander Hunting Pack (x1) Extra Handler Thanks everyone for your input.
Don't drop troops for dispel scroll when you are generating more than 4 dispel dice. Its just silly. --You really don't need the Divine Plaque. What i would do is.. Drop Cohorts Drop Kroxigors Drop Coc Drop Divine Plaque And get:-- --EITHER -- Another unit of 18 Saurus and as many units of 10 skink skirmishers as possible. --OR-- Small 60 point unit of Chameleon skinks 4 more Temple Guard (with war banner on std bearer) As many units of 10 skink skirmishers as possible If any points are left over (unlikely), go for another salamander or a razordon What will this do? -Give you more shooting (with the magic and maneuverability of your army, it will be disgusting) --Give you more Deployments, increasing tactical options in the unit deployment phase. ---Give you more and larger block units for when the enemy finally gets through your screen of skinks. ----Decreases situationally reliant units (krox, with their 0 passive combat resolution) or unreliable units (CoC with their stupidity) for units that won't randomly just fail for no reason (good ole skirmishers and saurus). -----It will give your opponent lots more targets, but in turn will give him more targets that yield LESS victory points. He can kill six units of skink skirmishers and you won't even care cos you've blown up one unit of knights that are worth the same. -----Make your army actually badass ;p Either way, have fun boss. Just suggestions.