7th Ed. 2000pts Need advise FAST!!

Discussion in 'Lizardmen Army Lists' started by Wolf, Jun 12, 2010.

  1. Wolf
    Kroxigor

    Wolf Member

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    Ok, I don't have much time here so I'm looking for fast answers :p

    Slann
    BSB
    War Banner
    Focus of Mystery, The Focused Rumination
    Bane Head
    Power Stone
    Dispel Scroll

    Skink Priest
    Level 2
    Engine of the Gods

    Scar-Veteran
    light armour
    shield
    great weapon
    Charm of the Jaguar Warrior

    Scar Veteran
    light armour
    Cold one
    Enchanted Shield
    Burning Blade of Chotec

    18 Saurus Warriors
    Spears

    10 Skink Skirmishers

    10 Skink Skirmishers

    10 Skink Skirmishers

    4 Terradons

    16 Temple Guard
    Banner

    Salamander
    +1 Handler

    That's the list with 10 points left over. I like it, what I'm not sure about is whether I should drop one unit of Skirmishers, drop the extra handler on the Salamander and put in 7 Chameleons?

    Any help and opinions greatly appreciated :D
     
  2. Maedhros
    Saurus

    Maedhros New Member

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    Looks like a solid straightfoward list, mine is pretty much the same as this. I would say yes on the chameleons even though you don't really need them. It's always helpful to hold a mid or back field postion with them and with the higher BS they tend to do just as much damage as my skink units (since they can move, shoot long range and double shot and still poison on 6s). While the extra handler on the sally is nice it's not nessessary.

    The part of this I haven't used is your JSoD. Which block do you put him in? (I asume to CO scar-vet is in the 18 strong saurus block).
     
  3. Wolf
    Kroxigor

    Wolf Member

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    He'll probably go into the TG unit, I have a huge fear of war machines and normally take two units of 3 Terradons. So he's there to compensate :) as well as for just wacking around as much as he likes, or to chariot hunting (while it's still possible ;) ).

    Thanks for the advise :)
     
  4. The Hunted
    Carnasaur

    The Hunted Active Member

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    Go for the chameleons, they are worth it.

    2 units of skirmishers, 4 terradons, salamander, JSoD, Scar-Vet and magic are your weapons against the enemies support.

    Tip of the day: Use skinks for chariots. If you charge a flank, the beasts up front cannot attack you. Additionally you flank him (+1), outnumber him (+1 [US3 vs ~10]) and quite possible wound him.
    He only gets his crew attacks. So you are likely to win, or draw. Either way, you hold him in place or you defeat him (make him flee into terrain or friendly units, it's fun!).

    Can you keep your Engine-priest protected? I don't know what you will face, but without any gear...it could be a hassle.
     
  5. Wolf
    Kroxigor

    Wolf Member

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    I like the Skink-Chariot trick :p never tried it before.

    Can I keep the Priest protected? To be honest it really depends on what I'm playing against. The DE guy I play against most of the time seems to manage to blow him of the Steg most of time, with repeater crossbows. o_O Even with all the protection ( 2+ randomise save, 2+ AS and most of the time a 5+ WS). I don't tend to give the bugger any additional protection than that, enough points into so fragile a thing ;). If they shoot down the priest then I've got an Ancient Steg which can go crazy without having to worry about some swordsman poking holes into the fragile fella on his back.
     

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