8th Ed. 2100 points lizardmen army.

Discussion in 'Lizardmen Army Lists' started by DarklingBark, Oct 29, 2011.

  1. DarklingBark
    Jungle Swarm

    DarklingBark New Member

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    Hello this is my first Post.
    I always play warhammer together with my friend, who has a giant skaven army.
    he always kicks my ass. Part of this is that the dice gods hate me, but i think something might be wrong with my army.

    16 saurus warriors with spears.
    20 saurus warriors with hand weapons
    12 skink skirmishers with brave and blowpipes
    8 saurus cavalry, with the plaque of dominion.
    10 Temple Guards, the revered gaurdian having the Burning Blade of Chotec
    Skink Chief, also with Burning Blade of Chotec, light armour and shield
    Skink Priest on Ancient Stegadon with Engine of the Gods, and upgraded to a lvl 2 wizard
    Saurus Oldblood with Blade of the Revered Tzunki and the Maiming Shield.

    Im thinking of Buying a Slann Mage priest and a Salamander hunting pack.

    Will this help me?
     
  2. ZeeDeveel
    Skink

    ZeeDeveel New Member

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    You can only have one Burning Blade, since you are only allowed one of each magic item in your army list. I'd definitely drop the Revered Guardian with the Burning Blade, it's a lot of points and not that worth while, since he's very easy to kill. If you're worried about the Abomination and want some flaming attacks, give your TG the flaming standard from the common magic items in the main rulebook.

    Also if you're going to run Sauruses with spears, I'd suggest increasing the size of the unit to 25 or 30 and run them in 5 ranks so if you take casualties, you're still able to take advantage of their spears giving extra attacks. Though most people tend to just take HW+Shield Sauruses.

    Slann + Salamander are probably the most powerful units in the Lizardmen Army, definitely get some. The Salamander will be awesome against Skaven.
     
  3. borkbork
    Ripperdactil

    borkbork Active Member

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    i am totally new to lizardmen so i can be totally wrong, but my first impression of your army is that you want too much of everything.

    Now you have three combat blocks (saurus & TG) in relatively small units ( and also a steg)
    and without a slann TG only has +1 WS.

    against skaven i think you can surely use more skirmisher to take out those weapon teams, and the poison is not too shaby against an abom.

    also 8 saurus cavalry is very expensive and cant negate ranks. So a unit of 5 will be much cheaper and almost just as usefull. 3 less cavalry will buy you a sally and some extra skinks.
     
  4. ZeeDeveel
    Skink

    ZeeDeveel New Member

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    They also have +1 initiative, light armour and halberds, but yes not really worth the extra points without a Slann.
     
  5. borkbork
    Ripperdactil

    borkbork Active Member

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    Yeah, i overlooked that (as i said am pretty new to lizzys)

    but the extra I vs skaven is still useless.
    And the halberd means that you will be loosing the shield and the parry save in hth.
     
  6. ZeeDeveel
    Skink

    ZeeDeveel New Member

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    It does and it's a great shame, but the light armour makes up for that.

    They're effectively a steadfast unit of Sauruses with +1 WS/STR/I but no parry. The big plus is that they keep your Slann safe though!
     
  7. ForgottenKnight2001
    Saurus

    ForgottenKnight2001 New Member

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    Fighting skaven means salamanders. As many as you can fit. Template weapons are going to be his bane.

    Unfortunately, he's going to be steadfast vs you for most of the time until you can whittle down his ranks. So breaking him will be quite a chore. They fixed the steadfast rule so he gets to use his Strength in Numbers again.

    Magic _could_ potentially help. Making him take strength or toughness tests will kill large numbers.


    If he plays a horde or two, a nasty bit of damage (if you get the spell) can be, Slann casts Fulminating Flame Cage on the horde. D6 isn't going to hurt much, but when your skink priest casts Wind Blast (here's the bit of luck you need, to get that spell) and pushes the unit, EVERY model in the unit takes a hit. (That trick will probably only work once :p )

    Chameleon skinks to deal with any war machines he has (kill the warp lightning cannon over the stone thrower).

    If he uses a hell pit abomination, stock up on poison shots, he's going to shrug off a lot with his regeneration, BUT, if you hit him with a fireball first, then he doesn't get regeneration for the rest of that turn, so in your magic phase, throw a fireball at him.
     

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