7th Ed. 2250 Lizards for Tournament

Discussion in 'Lizardmen Army Lists' started by Jive Professor, Oct 26, 2009.

  1. Jive Professor
    Saurus

    Jive Professor New Member

    Messages:
    51
    Likes Received:
    0
    Trophy Points:
    0
    Hey guys, been out of the loop for a bit because of school and whatnot, but my Lizards are jumping back in the fray in the next few weeks at a local tournament. I'm not entirely sure what to expect, but I know High Elves, Demons, and Vampires are all definitely going to be there. So regardless of what shows up, it will be tough.

    Lord -

    Slann - 445
    BSB + Warbanner, Focus of Mystery, The Focused Rumination, Dispell Scroll, Cupped Hands

    Heroes -

    Engine of the Gods - 440
    Level 2 Skink Priest, Dispell Scroll, Diadem of Power

    Core -

    11 Skink Skirmishers - 77

    10 Skink Skirmishers - 70

    10 Skink Skirmishers - 70

    18 Saurus Warriors -246
    Spears, Full Command

    18 Saurus Warriors -246
    Spears, Full Command

    Special -

    3 Terradons - 90

    16 Temple Guard - 291
    Full Command

    Rare -

    Ancient Stegadon 275

    I will probably play it as I have been - pump my Magic Defense with the Diadem, shield everything with the Engine, harass the enemy with my skink screen, and drop comets on the enemy every single turn until they finally reach contact and then chop them up with my saurus/temple guard.

    Thoughts?
     
  2. callmeHK
    Saurus

    callmeHK New Member

    Messages:
    58
    Likes Received:
    0
    Trophy Points:
    0
    It's looking rock hard as it is. You are however, very slow, and easy to outmanouvre. I would the ancient stegadon in favour for a unit of cold ones to add some speed. Perhaps a single salamander/razardon or just another unit skinks would be nice also.

    You also lack a fighty character, wich kidda worries me. Saurus are great in combat but can still be matcht thanks to there really rubbish weapon skill. A chaos hero in an unit knights would destroy a whole block in a single turn.

    So make sure you blast away the real enemy threaths and you will do fine.

    Good luck with it.
     
  3. Jive Professor
    Saurus

    Jive Professor New Member

    Messages:
    51
    Likes Received:
    0
    Trophy Points:
    0
    Yeah, all of your criticisms are pretty much dead on. In all my variations of this list, I've had trouble with mobility, but what has tended to work well is Lore of Heavens and constant skink blowpipe fire funneling the enemy army right into my combat blocks.

    As much as I want a killy character in the list, I'm not sure where I'd scrounge up the points for it.

    I have considered dropping the Ancient Stegadon, which frees up 275, and adding in:

    Scar Vet w/LA, Enchanted Shield, Burning Blade - 125

    2 Salamanders - 150

    But I'm not sure if the trade off is worth it. I mean I have been very happy with my double steg in the past, but having a character who can chop a bit and having some more ranged support is always nice...
     
  4. Arrius
    Jungle Swarm

    Arrius New Member

    Messages:
    4
    Likes Received:
    0
    Trophy Points:
    0
    well, hi, maybe you cant understand my english, because im chilean, but i think the list is good but i dont know why the users in this forums put so many skinks , the other is that in magic you dont have items who damage in magic for example: rod of storm, power stone etc. And in combat you dont have a unit with really strong power like cold ones or kroxigors maybe, so you must put more magic attack in items or more combat units, i would the stegadon in faovur of salamander or cold ones too.
     
  5. Jive Professor
    Saurus

    Jive Professor New Member

    Messages:
    51
    Likes Received:
    0
    Trophy Points:
    0
    Hey Arrius, no I can understand your english just fine. Glad to have your commentary.

    The reason I use so many skinks is because they are a really good opening screen for your army. They harass the enemy while they advance, and are very expendable. If they die it isn't that much of a loss.

    I love the Kroxigor models, but they always die to enemy missile fire. So instead I have decided to put more points into core units.

    Cold One Riders have Stupidity, and I have just had too many crucial turns go bad because my Cold Ones were too stupid to move, lol.

    Dropping the other Stegadon in favor of Salamanders and a Close-Combat Saurus character are exactly the changes I am considering for the list.
     
  6. Kyrogar
    Skink

    Kyrogar New Member

    Messages:
    31
    Likes Received:
    0
    Trophy Points:
    0
    Have you thought about just using 3 units of 12 with just a musician. It causes a lot less heart ache when it dies and it is still highly effective and you have more blocks to herd your opponent. and if it breaks you give up 150 pts and not 346 pts.
     
  7. Dreadgrass
    Ripperdactil

    Dreadgrass Member

    Messages:
    463
    Likes Received:
    12
    Trophy Points:
    18
    hmm.... I love the list, but I like the changes you put forward yourself as well... if your after some points maybe consider dropping the unit champs on your saurus and T.G units? 12 points for 1 attack in a unit that has 24 already is a bit of a waste IMHO, plus if you drop the 11th skirmisher on the skink unit you'd have ~ 45 points to play with....
     

Share This Page