Hi there. I'm a somewhat experienced Warhammer player and I'm looking to try my hand at lizardmen. I've played a few games so far with this list, and haven't lost yet, but am still looking to perfect it. I play in a competitive environment so I'm not looking to pull any punches regarding the list I'm trying to put together. Having played Wood Elves for the most part of my career, the list may bear some of the traits that I'm used to utilizing with my Wood Elf army, hence the enourmous amount of skinks. But anyway, please help me out by pointing out any weaknesses and/or overall critizisism of the list. Characters: Slaan - LvL 4, The Focused Rumination, Cubbed Hands of the Old Ones, BSB (345) Skink Priest - LvL 2, EotG (390) Skink Priest - LvL 2, EotG (390) Saurus Scar-Veteran - Light Armor, Shield, Great Weapon, CotJW (124) Core: 18 Saurus Warriors - Standard Bearer, Musician, Spears (234) 10 Skinks (50) 10 Skinks (50) 10 Skink Skirmishers (70) 10 Skink Skirmishers (70) 10 Skink Skirmishers (70) Special: 16 Temple Guard - Standard Bearer, Musician (277) 3 Terradon Riders (90) 3 Terradon Riders (90) Pts: 2250 104 Models - 12 PD + Bound + Free Dice - 8 DD One of the key elements in the army are the EotGs, and I'm looking to maximise the amount of Burning Alignments they can succesfully get across before either the stegadon or the priest dies, this is why I've included 2 small units of ranked Skinks with the primary job of shielding the stegadons from charges that would kill the priests by means of redirecting. The skirmishers are basically there to give the army a solid shooting phase, especially against big monsters which few of my combat units can handle. The basic plan against big mean things is to do a beast cowers on them and then just shower them with Blowpipes and Burning Alignments. Another use of the skirmishers is screening more valuable property from shooting/magic. Terradons are just awesome and I would really like to keep both units as they give me some of the evasiveness that I love about Wood Elves, and also serve as good flankers along with the 2 Skink groups. Warmachines are another concern to the safety of the EotGs, and the main units in charge of shutting them down are the Terradons, ranked Skinks and especially the CotJW Scar-Vet. Other than that I will deploy the EotGs behind terrain to avoid getting shot down in turn 1 by a cannon before I atleast get the 5+ ward save thing going, while screening the rest of my army with skinks.
Looks like a solid list to me. Not much criticism to give. This is the same style of list I like to play, very mobile with some really hard units. What sort of armies to you usually play? I can see that any sort of super combat character, but I don't really see any weak points. Tell me how some of your battles go and some good tactics, I'd like to hear some of your successes! Nice list!
Thanks for the feedback. I usually play against Dark Elves, High Elves, VC and sometimes Woodelves with a group of friends. The list is not intended to be a counter to any specific enemy though, as we have an unwritten rule about not tailoring your list to face specific opponents. When I first started out with Lizardmen not too long ago, I ran the EotGs without the support of the skink regiments, and I found that they were either forced into charges that wasn't really beneficial in order to avoid a charge in the following turn, or - most of the time just getting smashed by a Star Dragon or a Dark Elf lord with the executioners axe (str 10, d3wounds) or some other nasties. The skink regiments have really helped in this regard and I wouldn't dream of bringing an EotG without a screener now. Overall I really like the feel of the army, since it generally does well in all phases and against all enemies. I've found that I generally do best when I play defensively with the skirmishers and terradons, and offensively with the Saurus blocks and the Scar-Vet. Basically I try to keep the skirmishers close to each other so that if one flees from a charge another group is nearby to shoot at the unit charging from close range, giving the enemy the options of charging in taking massive blowpipe fire and wasting several turns chasing skinks, or standing off and be fried by the EotGs in a prolonged fight. The Terradons marchblock, hide in forests and just probe around patiently looking for options behind the enemies lines such as a flank charge on an isolated group of archers. I usually like dropping the rocks on a unit of scouts sometimes as early as turn 1 if my opponent is careless, otherwise I look to use them on stuff with low survivability and a high points cost. I use the Saurus and Temple Guard in a farly straightfoward way, they just need to see as much combat as possible, tying up the enemy and buying time for the EotGs. Ofcourse its not as easy as that, but thats the general Idea. The Scar-Vet is a fantastic tool, especially if you can give him a Bear's Anger and then send him flying. He is just a huge problem for the enemy to deal with since he can basically just pick his target anywhere on the board on his terms.