8th Ed. 2200 Tournament List

Discussion in 'Lizardmen Army Lists' started by SanDiegoSurrealist, Dec 29, 2010.

  1. SanDiegoSurrealist
    Ripperdactil

    SanDiegoSurrealist New Member

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    2200 Tournament List

    I have been having great success with this list in some form or another so I thought I would share.
    I tend mix up the magic items and the magic banners so I have not listed all them here.

    Slann (Lore of Life)
    Focus of Rumination
    Becalming Cognition
    Plaque of Topek
    Cupped Hands
    BSB

    Scar vet
    Fencers Blades (extra hand weapon WS10)
    the 4+ Ward Save Heavy Armor from the main book.
    (Nothing like a 5 Attack, WS 10, 3+ Armor Save, 4+ Ward Save, Character Killing Machine)

    Skink Chief mounted on Ancient Stegadon

    22 Temple Guard w/ Command – (usually equip with the Razor Standard)

    25 Saurus w/ Command– Hand Weapon / Shield

    25 Saurus w/ Command – Hand Weapon / Shield

    10 Skink Skirmishers – Blow Pipes

    10 Skink Skirmishers – Blow Pipes

    Salamander Hunting Pack (2 Salamanders)

    I am undefeated with this basic list as of this posting.
     
  2. novatomato
    Razordon

    novatomato Member

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    Just a little nit pick. That scar vet must be an Old Blood.

    It's not a bad list and if it works for you keep with it as a tournament list but I have a few critics.
    1. That is a really big TG unit, especially with lore of Life where it is quite likely that you can get the regrowth spell.
    2. You have a single monster, it will be the focus of a lot of fire power, especially since you can heal its wounds.
    3. I think you might have more luck with your salamanders if they were split into two units, that way you can have solid horde busting on either side of the table. (this one is not so big because, once again with regrowth, you can get those sallies back if one dies in the unit of two, not so in the units of one)
    4. I think you could really use some Chameleon skinks in this list, two units of five or six are quite cheap and can give that stegadon the protection from warmachines that it really needs.

    But as you said you're doing well with it so don't feel you have to change it, but at least keep my points in mind if you decide to try out something new.
     
  3. SanDiegoSurrealist
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    SanDiegoSurrealist New Member

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    You are correct my mistake on the Scar Vet.

    Either you run an Old Blood with both magic items or a Scar Vet with 4+ Ward Save Heavy Armor from the main book and a great weapon.

    just a side note:

    I tried this list using Lore of Death (rather than Lore of Life) against Chaos Warrior List with Horde block of 18 Trolls and it failed miserably.
     
  4. SanDiegoSurrealist
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    SanDiegoSurrealist New Member

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    Another follow up report on this -

    Slann using Lore of Life, Mystery and Rumination

    Tabled High Elves on turn 4

    Beat Ogres in 5 turns.

    Lost to Skaven.
    Skaven player who got of the 13th Spell off with Total Power on turn 2 and wiped out my Slann and his entire unit in temple guard (which had been whittled down to 12 TG my a miscast by the Slann and shooting) in 1 shot. Will always take Becalming Cognition from now on.
     
  5. novatomato
    Razordon

    novatomato Member

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    Becalming is a sort of two edged sword.

    It really helps control the magic phase, but to do so you need to be within 18 inches (I think its 18, no army book at this current point in time) and as such you are getting really close to the enemy. With TG its not a bad thing and some might argue a good thing (I am one of those people).

    Congrats on the victories and my condolences on your loss. (at least while I'm not playing with my evil ratmen)
     
  6. Slanny*are*tranny
    Cold One

    Slanny*are*tranny New Member

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    i like that army but skirmishers are crap with blow pipes and pointless (and way too much points) with javelins even a much smaller squad of charm are better but they can work could you tell us what really worked for you and did you fail your cupped hands of the old ones roll
     
  7. Arli
    Skink Priest

    Arli Moderator Staff Member

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    24 inches, I agree that it is fairly close, but it is well worth the risk.
     
  8. Slanny*are*tranny
    Cold One

    Slanny*are*tranny New Member

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    24 inches, I agree that it is fairly close, but it is well worth the risk.[/yeah i had times when i pulled my slann needlessly out of position to cancel 6s in a mage to find my TG didnt last long]
     
  9. SanDiegoSurrealist
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    SanDiegoSurrealist New Member

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    Reason Cupped Hands did not work:

    We were playing a scenario where there was a fog that blocked line of sight for 14". So on the 1st turn I could not see him so I figured I would just throw up Throne of Vines. Of course I rolled Total Power then I rolled a 1 to ignore miscast (because throne of vines) so that failed and because of the fog and no line of sight to his caster I can not use Cupped Hands. I roll a 7 on miscast and get calamitous detonation and grenade my own TG.

    Skinks:
    Actually had very good results with the 10 Skinks with blowpipes - Posion attacks took out the Skaven Furnace by turn 3 or 4, just stayed out of his charge arc and peppered him.
     
  10. Hiv0r
    Chameleon Skink

    Hiv0r New Member

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    You are aware you can choose to use cupped hands even if a wizard is not within line of sight. The transfering miscast is a bonus ontop of the 2+ to ignore the effects of the miscast if you look at the wording of the rule.

    So in your situation I would have used the 2nd 2+ to ignore the miscast rather than blow up my temple guard and have it for later in the game.
     
  11. novatomato
    Razordon

    novatomato Member

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    Thank you Arli, I may have needlessly handicapped myself during my last game by accident.

    As for Skink Skirmishers, I love the little rascals with a high movement and increased with the skirmish rule they should have little problem dancing around.

    As for your slann turning explosive, well the cupped hands says
    so, you should have still been able to ignore the miscast but the extra bit about transfering the result would have been ignored. I think you got given a raw deal.
     
  12. SanDiegoSurrealist
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    SanDiegoSurrealist New Member

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    It says "Enemy Wizard with in line of sight" on the cupped hands and there was none.

    and I rolled a 1 to for the Throne of Vines ignore miscast on 2+

    was a perfect storm.
     
  13. SanDiegoSurrealist
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    SanDiegoSurrealist New Member

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    Just went back and re-read Cupped Hands and you are correct, i wont make that mistake again.
     
  14. Hiv0r
    Chameleon Skink

    Hiv0r New Member

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    Easy enough mistake to make mate =)
     
  15. SanDiegoSurrealist
    Ripperdactil

    SanDiegoSurrealist New Member

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    Okay so I reworked this list a bit

    Slann (Lore of Life)
    Focus of Rumination
    Becalming Cognition
    Plaque of Topek
    Dropped the Cupped Hands and took - The Forbidden Rod
    BSB

    Scar vet
    Great Weapon
    the 4+ Ward Save Heavy Armor from the main book.


    Skink Chief mounted on Ancient Stegadon
    War Spear

    20 Temple Guard w/ Command

    25 Saurus w/ Command– Hand Weapon / Shield

    25 Saurus w/ Command – Hand Weapon / Shield

    10 Skink Skirmishers – Blow Pipes

    8 Chameleon Skinks

    Salamander Hunting Pack ( 1Salamander)

    Salamander Hunting Pack ( 1Salamander)


    Played two different VC lists draw on 1, win in 4 on the other. Playing Demons of Chaos list on Sat
     
  16. Hiv0r
    Chameleon Skink

    Hiv0r New Member

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    Erm its not bad but you really have no speed in the army. No mounted vets, only 1 unit of skirmishers and 1 unit of chamos.

    The list will smash 80% of opponents but any high movement or avoidance army you will really struggle to get any sort of control. Although they would probably have trouble getting points off you.

    I would suggest any of these things for speed:

    * Add an Skrox unit for the extra 4 inches a turn.
    * Add some terradons
    * Add another unit of blowpipe skinks
    * Mount your scarvet and keep him a cheap small unit crusher (Halberd, Light armour, Charmed Shield, Cold one)


    To do this if replacing with core drop a unit of Saurus, if terradons then skim a Saurus block to 20 and cheapen the Vet.
     
  17. HoverBoy
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    HoverBoy New Member

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    Altho i agree with this i must point out that the charmed shield is redundant, first he hasa a halberd and second a regular shiled is sufficient to get him a 1+ against shooting.
     
  18. Hiv0r
    Chameleon Skink

    Hiv0r New Member

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    The charmed shield is there to ignore the first hit on a 2+ when the scarvet on coldone is often on his own he is a heavy target for shooting and will normally be out of combat for 2 turns before getting in combat.

    In this time he is a target for bolt throwers and cannons and ignoring a cannon shot on a 2+ is priceless.
     
  19. HoverBoy
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    HoverBoy New Member

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    Hmm i must have gotten my shields mixed :D
    In that case i'd say go for it.
     
  20. SanDiegoSurrealist
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    SanDiegoSurrealist New Member

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    Played Deamons of Chaos list on Sunday with this list and it was a grind for 6 full turns. In the end I lost but not by much, 300 points.

    Greater Deamon of Nurgle was held by a unit of Saurus and the Scar Vet who made his 4+ Ward save 9 times!

    The unit of Skinks and the unit of Camo Skinks took out over 2/3 of a unit 25 Horrors accompanied by a Tzeench Wizard, the Ancient Steg and the Skink Chief charged in and did 7 impact hits and they popped after combat res. Steg then turned around and took out a unit of 5 Flamers and over ran into a 3 Beasts of Nurgle where he remained tied up until the end of the game.

    His unit of 30 Plauge Bearers with his exalted hero on a Palanquin of Nurgglings managed to almost take out my last Temple Guard in turn 5. He got the spell Miasma off in the magic phase so my Slann was T1, S1, I1, A1, with almost all my TG dead and the champion gone (having died in a previous challenge), His Exalted Hero challenged my Slann. there was no where for the Slann to run so he had to accept challenge. And was squished.

    Things he brought that really caused me trouble:

    1) Deamon Only Banner that makes all casting attempts minus 2 - only cost him 50pts. (Screwed me on 3 magic phases, my fault really should have thrown more dice on my casts)

    2) Slime Trail on his Exalted Hero's Palanquin of Nurgglings - I flank Charged him in turn 2 with a unit of 25 Saurus and they lost flank bonus because of this stupid slime trail B.S..

    3) Any model in contact with GD of Nurgle is at WS1, I1, A1 And every time an unsaved would is made on the thing any model in base contact has to make a Toughness test or DIE, no Armour save allowed. Ward Saves are allowed - only reason Scar Vet survived! Thing had 10 freaking wounds!
     

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