7th Ed. 2250 Slaan friendly(noob)

Discussion in 'Lizardmen Army Lists' started by ron, Feb 11, 2009.

  1. ron
    Skink

    ron New Member

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    Lord: (General)Slann-Mage Priest
    Disciplines:The Focused Rumination and Higher State of Consciousness
    Plaque of Tepok

    340 Points

    Hero: Skink Priest
    Level 2 wizard, Dispell scroll, Engine of the Gods
    415* Points

    Hero: Skink Priest
    Level 2 wizard, Dispell scroll
    125 Points

    Core: 20xSaurus
    Spears, Full Command
    270 Points

    Core: 20xSaurus
    Spears, Full Command
    270 Points

    Core: 12xSkink Skirmishers
    84 Points

    Core: 12xSkink Skirmishers
    84 Points

    Special: 16xTemple Guard
    Full Command
    291 Points

    Special: 5xCold One Cavalry
    Musician
    185 Points

    Special: 5xCold One Cavalry
    Musician
    185 Points

    2,249 Points.

    *Going from memory here, but I think that is correct.

    Any C&C would be much appreciated.
     
  2. Roxors45
    Jungle Swarm

    Roxors45 New Member

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    Ditch Higher state of Conciousness. Your almost invunerable in your unit of Temple Guard considering you cant be shot at picked out and in base to base. I'd take Becalming Cogitation (nominate an enemy Wizard in 24" and any 6's he rolls are discarded) to neuter his Magic Phase or Focused Rumination for all Spells of one Lore, thus saving you 15 on the Plaque. I'd also invest in making him your Battle Standard Bearer for a measly 25 points. He'll make all you saurus blocks rock hard and never flee allowing your Cold One Cavalry to flank or rear charge. I'd ditch the Scroll on Engine Priest to pay for the BSB or give him the Plaque giving him another spell to cast. You have 7 DD which is plenty and better than average. You can keep the scroll caddy but instead of a scroll you can always have your caddy or Engine priest carry the Diadem of power for 25 pts. This lets him take 2 of his Power Dice and keep them stored for your next dispel phase. 9 DD will stop most Magic Phases.

    If your in need of points you can always skim the Saurus blocks to 18, 3 ranks of 6. With a 4+ save against shooting and the 5+ engine ward save they wont lose many if any numbers before close combat. Skirmishers are great and so are the Saurus Cavalry though I'd put standard in as opposed to musicians. You wont be using them like fast cavalry, fleeing in response to charges. You want to win combat with them and crash into flanks negating rank bonuses. Trust me. You wont need the tie breaker against things moving faster than your 7
     

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