Hello All...First time poster here, please be gentle I will be running the Lizards in a 2200 point tourney on June 16th, using the Aedepticon tournament rules/scenarios. I was there once before, under the same guidelines. The players there can be sort of cheesy, so I built cheese. I took a horde of Saurus, build to follow. Its enormous and ridiculous, but honestly has never been broken, so I like it. See what you think please.... Slann - BSB, 4 disicplines (FoR, HSoC, FoM, and Unfathomable) Lore of Life (best one for us, amirite?) Horde of Saurus (49 guys) full command, with spears. Scar Vet (in with horde of Saurus) Sword of Might, Maiming Shield Skink Priest (Engine of Gods, lvl 2 upgrade) 2 normal Stegadons. Now, having read some of the forums here, I know that many think that the spears is a waste of points...but as I mentioned before, I have yet to see this formation break. Between steadfast, the Life lore regen and other buffage, this unit seems to be unstoppable. I know that some of you may gasp that i leave the Slann exposed without protection...but only once has he been hit (Chaos warriors lord on tzeentch disk thing/flyer guy). I lost that round, but only barely. I usually keep the 2 stegadons in a semi-loose formation on a flank, I keep the horde unit with at least one side to some terrain (forests or building) and I keep the Slann pretty hidden from enemies and in range to buff the crap out of the units that need it most. From my experience, I have yet to get massacred, although I have lost. I usually don't massacre my opponent, but I win far more than I lose. So...any insights? Thanks in advance!
First off, welcome to the forum. As to your list, there are only a couple of changes that I would make. The first is 2 units of chameleons to act as warmachine hunters. You could also take one unit of terradons and one unit of chameleons (I like chameleons better for this though). The other change would be to add some salamanders to the army. They are awesome when dealing with large blocks of infantry.
Thank you. I have some questions regarding the Chameleons. I was under the impression that you cannot use them effectively at range to deal with war machines because when shooting at war machines you go off the Toughness of the war machine? Which is usually a 7...oh nvm, I forgot poison which is auto wounds...thats what you are going for, amirite? I could forego one of the Stegadons for chameleon skinks, and a sally, but I am unsure of the effectiveness of just 1 sally. Further, what is your experience with the sally getting whomped on by some serious ranged attacks? I find with certain standards, higher toughnesses, and overall solid armor saves that after one round of futilely shooting my Stegadon or Saurus, its the skinks and sally's that get blown up next. Am I missing something??
That is exactly the point on the chameleons. If you have a unit of 8, you are looking at an effective range of 24 inches and shooting at long range still hitting (and auto wounding) on 6s. Now, if you have to shoot through a unit or another obstacle you may want to single tap. Either way, you should be able to take out a warmachine fairly easily. The salamander is a skirmisher so an automatic -1 to shooting at it applies. That will help some. Also, the t4 will help a little as well. You also have the armor save vs most shooting (str 3 anyway). Then, you also have the skinks who jump in front of the wound on a 5+. In most of my games I take at least one unit of two salamanders. In games over 2k, I will take two units of two. Even if my opponent shoots up my sallies in the first turn, I find that they still are worth the points as he is not shooting at anything else in the army. Even when they perform badly they are still awesome.