7th Ed. 2150 tourney list ( competitive)

Discussion in 'Lizardmen Army Lists' started by mcasefire, Jan 11, 2009.

  1. mcasefire
    Cold One

    mcasefire Member

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    Hello to all, here is my tourney list I plan on using in a couple weeks. Please look through it and tell me what you think.


    Slann Mage-Priest. 3rd Gen,BSB, Plaque of Dominion, Plaque of Tepok

    Skink Priest- lvl 2, Diadem of Power

    Skink Priest- Dispell Scroll, Dispell Scroll

    Skink Chief-Spawning of Sotek, Cloak of Feathers, Dagger of Sotek

    Saurus Warriors x 15- Spawning of Quetzl

    Skinks x 10- Blowpipes, scout

    Skinks x 10- Blowpipes, scout

    Skinks x 10- Javelins

    Skinks x 10- Javelins

    Skinks x 10- Javelins

    Kroxigors x 4

    Kroxigors x 4

    Salamanders x 3

    Terradons x 5


    Now my thoughts were this.. I really don't need to tell you the plan of the Slann he is self explained. I do plan on taking 5 of the 6 default lores. all but Heavens I left that for the skinks to handle. I will still role to see what I get but the defaults can lash out some nastyness just the same, plus drain magic. I think I am set.

    The Skink Priests are just line of sight, scroll caddies and dice generators for the Slann.

    The Skink Chief is my Assasin. He goes in for the quick kill. 4 att with killing blow. Nasty

    The warriors are either going to be the Slanns gaurd or just a block of fighters to go in to hold up units. Why not the have a 4+ armour

    Skinks are serving two parts. the scouts with pipes are my poison control units. Delivering some much needed respect. The Javelin skinks are my screens for the Kroxigors. but can still lob poison javs at you just the same.

    Salamanders are my range heavy hitters. All my opponents hate these guys.

    The Kroxigors are my big sticks. I am hoping with the Slann's relentless nuking and then shots from skink blowpipes will widdle units down just in time for the Kroxigors to tear the remaining amount up or atleast scare them back into the box.

    Those terradons are my march blocking and warmachine hunting packs, and you never know when a wizard might pop out of a unit and needs a little tending to.

    Overall I feel that this is a tough enough list to deal with almost any threat. Now lets just hope my dice feel the same.

    But again let me know if you like or no like. Thanks :D
     
  2. Ninjaskink
    Cold One

    Ninjaskink New Member

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    I hate to wreck one of your units, but your skink chief is 5 points over the magic item allotment. You can't have both the cloak and the dagger on him (otherwise you'd see that build a heck of a lot). I'd say keep the dagger and set him with a poison control unit. This should still get you close enough to the enemy line to be able to deploy him when it becomes advantageous. Aside from this, I see no major issues with the list in the context of the current rulebook.
     
  3. Dalkarius
    Ripperdactil

    Dalkarius New Member

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    More bad news from me, if I correctly recall, a 3rd Generation Slann takes a Lord and Hero choice, meaning they you cannot have two priests and a chief with him. I'd suggest bumping your Slann down to 4th generation.
     
  4. mcasefire
    Cold One

    mcasefire Member

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    So first off you would keep the Sotek blade on him but drop the cloak of Feathers? how about giving him the Jag charm and put him in with the poison control unit. This way he could run that much more?

    Also if I lose the 3rd generation I lose drain Magic. If I play VC or Chaos it is kind of important to throw that drain magic on them .
    I actually would rather lose my assasin skink than give up a skink priest or the 3rd gen Slann.

    So my option would be is to take those points of the skink chief and get some chameleons to assist in their deployment zone.
     
  5. Aparach
    Troglodon

    Aparach New Member

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    You already have 4 special choises, so you cant add chamelions or other Specials.

    First of all I would say you have a general good ide. Though I'm not so sure how it will fare with shooting armies. Then some camelions would be at great help...

    As for your asassin, I resently used this one
    Skink Chief Staff of Burning Sun, Scout,
    light armor, shield 104 pts

    Actually it's not a real asassin, but it has some of the same momentums as one. Especialy when his hidden near a wood or even better a water feat.

    Otherwise you could always go for a cheep Nike Saurus:

    Charm, great weapon light armor...
     
  6. mcasefire
    Cold One

    mcasefire Member

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    So I have an evil way of creating a pretty fast moving assasin skink...


    Skink Chief-Spawning of Sotek, scout, Charm of the Jaguar Warrior, Glyph Necklace

    Place him and the skink priest fairly close together. Through the skink priest and with your Slann cast the Bear's anger onto him. Now you have a fast crazy skink that can move 9 inches charge 18, is possibly close to your deployment zone and wields 7 strength 6 attacks with a toughness now of 4 and remains in play, and with the 5+ ward save will be harder to eliminate that without. Not sure about you but that seems to be pretty mean for wizards, warmachines, and anything else that might give you some problems. with your skinks shooting darts and the terradons tackling prehaps some warmachines. This guy could very well be a game maker. IMO
     

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