7th Ed. 2250 Lore of Shadows build

Discussion in 'Lizardmen Army Lists' started by Gor-rok, Mar 19, 2010.

  1. Gor-rok
    Terradon

    Gor-rok Member

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    My third tournament is coming up and I've done pretty well so far. This time I wanted to try a totally different approach, based around some of the spells in the lore of shadows (at my game store we pick a lore and roll up spells at the start of the first game, and use those spells for all other games)
    2250 list:
    Slann: hands of the old ones, mystery, rumination
    Temple guard x 15, no command
    Scar veteran (in slann unit) cold one hide, great weapon
    skirmishers 11x
    skirmishers 10x
    Priest with engine stega: plaque of tepok
    Chief on ancient stega: war spear
    Razordon x3: +2 handlers (We read the FAQ as misfire applies just to that razordon)
    ranked skinks x24: full command, 3x kroxigor

    From what I've read on this site, the last two choices are fairly unpopular, especially the gigantic skink block, but I've had a lot of success with them so far. Everyone takes large monsters at my store, and most people seem to forget that the ranked skinks can throw spears en mass at them. The plan will be to use unseen lurker to maneuver the chief and skink block into combat, steed of shadows to fire the scar veteran into prime targets, and shades of death can be cast on the skink block to help them auto-break units. Pit of shades might help too with the inevitable shaggoth and traitorous stegadon.
    Problems: Stupid scar veteran, lack of anvil units, lack of terradon, soft skinks.
    Seems fun at any rate. Thoughts?
     
  2. Xlcontiqu
    Ripperdactil

    Xlcontiqu New Member

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    This looks interesting, but there are a few points I would offer.

    -Drop the Temple Guard. I know a lot of people love using them in combo with the Slann, but it looks that with this list you will not need them. Because most of the units are much quicker than them, they will really just be left behind. A solo Slann probably works a little better in this case, and it allows you to put in some Terradons.

    -The Slann, drop the hands. Give him Higher State of Conciousness and you should be fine.

    -The Scar-vet. Give him Charm of the Jaguar Warrior to give him Steed of Shadows and not need to test for Stupidity or worry about casting it. This will put more stress on the opponent to dispel the other lore of Shadows spells. Maybe give him the Talisman of Protection for a Ward Save.

    -Drop the other skirmisher unit to 10. 11 gives you no distinct advantage.

    -Give the priest the War drums also. This gives him rallying power to help with any fleeing (read Skink unit)

    This list looks good, use my advice if you want. I think it could be quite powerful, but lacks any staying power. I am not sure whether Saurus are necessary, but they may not be fast enough to keep up with the rest of the army. Maybe try Cold One Riders. They could be a nice addition.

    All in all, a fun looking list, and I like how you focus it around just one lore. By the way, I like the ranked Skinks (don't tell anyone ;) ).
     
  3. Gor-rok
    Terradon

    Gor-rok Member

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    Thanks for the advice. I have time to play some trial games before the tournament, so I'll try out a couple different versions of the list. Changes for version 2:

    -Dropped temple guard
    -slann has super ward save item, dropped cupped hands
    -Priest has drums
    -Scar veteran has jaguar pendant
    -added 6 dinosaur riders, full command, with +1 victory banner

    I'll try running it both ways. Immune to psychology/ unbreakable guys will be a problem, but when aren't they? I've got a feeling this will either work spectacularly or fail utterly; the fun will be in finding out.
     
  4. Gor-rok
    Terradon

    Gor-rok Member

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    Just tried out the list... Success! Though I'm not sure how well things would have turned out if I hadn't rolled so spectacularly and my Chaos Warrior opponent so poorly. I'll post a battle report later; I think this idea has potential.
     
  5. SeBM
    Terradon

    SeBM New Member

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    The gods of dice tend to favour armies with units that people take not because they are the best choice on paper but because a player wants to have it in his army. Never underestimate the power of the gods of dice (although you really can't rely on it either :D ).

    I like your list, it's different from those we regularly see. I personnally like having 1 or 2 unit with strong staying power at this point level but to each is own! Can't wait to read your battle report.
     
  6. Gor-rok
    Terradon

    Gor-rok Member

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    I ended up trading the cold one riders for 2 salamanders and 4 terradons at the tournament... It went basically the way I expected... either total failure or total victory.

    The Tomb king chariot list creamed me when the scorpions popped up and disrupted everything, and the Slann didn't help anything when he failed to rally and kept fleeing off the board from one of them. The skrox unit earned distinction by flanking and destroying one big group of chariots with 2 princes. Bane head and lore of fire would have served me better here.

    I pretty well annihilated the High Elves in the next game. The scar-vet flew in and flank charged Tyrion's unit, surviving just long enough to let the spear chief's stegadon rear charge the dragon princes. Terradons wiped out some sword masters with rocks, scared away a bolt thrower crew, and tied up the archers in combat. Salamanders and razordons were phenomenal for anti- infantry. The engine was my only big loss, falling to the bolt throwers early on.

    Third game was my first ever against the skaven, and I lost due to poor unit placement and tactics. We ran out of time by the end of turn two, (lots of units on both sides, lots of magic, and it was the other guy's first time with the new skaven book) and I hadn't even reached his main block of units on the far side of the map. He shot me up with all kinds of strange things, and most of the points I claimed were units he accidentally blew up himself. The razordons managed thirty-eight shots on a stand and shoot against a "doom wheel" and only caused four wounds before it got them. Scar-vet nearly assassinated the general, but rolled a "1" for the third wound and was then cut down. ("Qweech" was it's name or something similar)

    Overall it seems like a relatively sound (and unexpected) list, and I plan on refining it further. Once all the bugs are worked out I'll make a new "final" list posting. Thanks for all the advice and support!
     

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