7th Ed. 2250 Tourney list

Discussion in 'Lizardmen Army Lists' started by DoanDoan, Apr 19, 2009.

  1. DoanDoan
    Skink

    DoanDoan New Member

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    So here it is, my 2250 points list I am probably going to play by a tourney this may. Please give me som advice and opinions.

    Saurus Oldblood
    La; Sh; Horn of Kygor; Cold One

    Saurus Scar-Vet
    La; Sword of Hornet; Enchanted Shield; Cold ONe

    Skink Priest
    Ancient Steg; Scroll; Diadem of Power; lvl2

    Skink Priest
    lvl2; Scroll;


    15 x Saurus Warriors
    Spears; Full Command

    12x Saurus Warriors
    Mus; Champ

    3x10 Skinks
    w 1 mus & champ each.

    10x Skink skirmishers
    Blowpipes

    5x Cold One Cavalry
    Full Command; Huanchi´s Totem

    4x terradon riders
    w Brave

    2x Salamanders

    2166 points total
    84 points to go

    What should I do with the rest of my points?

    I don´t really know what i need because I think that everything serves it´s purpose.

    The Saurus Spear unit is the main fighting force of my army and is supposed to lock pu units so that they can be flank charged.

    The smaller saurus unit is used as a flank charger alternatively a "killer of other small groups"
    The Cold One riders are designed for hunting down or locking into larger units. They also have to stay relatiely close to the saurus since the lord will be in the cold one rider unit and the scar-vet will be stationary in either the spear or non-spear saurus unit.

    The salamanders are to move up to the side of the enemy and just try to hit something, alternatively toast some tasty knights that are bugging me in the flanks, the engine is supposed to protect the army from shooting until it gets close where it will try to get in combat together with the same unit as the Riders.

    The skink skirmisher unit protects me from other skrimishers or bad things llike swarms and stuff.

    The skink units part in the play is to redirect charges, poison down ranks and such.

    The terradon unit I am going to use as they are meant to be used, warmachine/lone wizard hunters.

    The engine of the gods I am going to keep in the center of the army for the sake of protection, and when the time comes, I am going to try to get it in combat with the same unit as the riders or the smaller saurus.

    Please give me some opinions.
     
  2. limitlessreborn
    Skink

    limitlessreborn New Member

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    i would say get 2 more terradons and then split that unit into 2 x 3 terradon units, u will kill the things u need to kill faster, plus if 1 gets held down u got the other 1. another unit creates infinate possibilities.
     
  3. lupercal
    Kroxigor

    lupercal New Member

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    i would also recomend chaniging your skink champs to standard bearers you will get more use out of the units that way in my exp. you might also try buying another sallie and handler with your excess points would only leave 4 pts. left and would make that unit that much more scary/useful
     
  4. the real stegadon
    Skink

    the real stegadon New Member

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    drop the horn it is far too expensive and thats about it
     
  5. DoanDoan
    Skink

    DoanDoan New Member

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    That would not be bad :jawdrop: but the only problem is that I don´t have enough model (I have 3½ terradon) Great tip though, I never thought of that.


    I don´t really think that i should put banners there, it´s 300 more VP for my enemy, and they aren´t really meant for fighting. The Sallies altough, could be something to think about but I don´t know if I shoudl be able to spend the points on something else. By my experience, 2 is the best number of sallies.

    What are you basing this statement on? HAve you tried it weveral times and it hasn´t been useful? or are you just reading the army book and saying "A HUNDRED POINTS!? That´s way too overpriced!!"

    Anyone who thinks skipping the little saurus unit and going for a normal steg would be a good alternative?
    But the problem is, I don´t really how to use stegs to their best.
     
  6. the real stegadon
    Skink

    the real stegadon New Member

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    ive never tried it but 100 points theres so meany other things that are better
     
  7. Dreadgrass
    Ripperdactil

    Dreadgrass Member

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    If your set on the horn, I'd probably I'd bump the 2 saurus units to 16, give them both spears and full command and put the characters with them, making 2 6 x 3 stubborn walls of saurus...

    My thought would be to do this, shave the command off the skinks (at least the champs.) drop the command and banner from the cold ones and drop 1 Terradon and the brave upgrade to get a 2nd Cold one unit (think that works out, if not possibly drop a saurus unit champ upgrade), giving you 4 units that benefit from the horn, technically 5 as the Terradons are "flying" cav.

    It might change your focus a bit, I just find that a 1 unit anvil never really holds as much as Id like. Your army seems well set out for the counter charge with cold ones/ a steg, so I thought this might help, makes the skinks a bit easier to throw away if needs be too.
     
  8. DoanDoan
    Skink

    DoanDoan New Member

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    Very useful tips! Thank you! :O I think i might do what you said about the saruses and make them 2 6x3 units ;) :D that will be very useful, but i don´t know what to think about the cavalry idea.

    This brings me to another question.
    Does terradons really benefit from the horn? OR do flying cavalry only benefit from things that effects flying units?
     
  9. Dreadgrass
    Ripperdactil

    Dreadgrass Member

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    Its a grey area, They're classed as "flying cavalry" but the horn says it affects "cavalry" Id say probably so, but theres no mention of it... then again, flying cav aren't mentioned in the lore of beast spells but they're generally accepted to be affected...
     
  10. ACe
    Saurus

    ACe New Member

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    If you play the horn, you probably should max its effects. Get as many cavalry units and saurus units with a cold one hero as possible. Immune to fear + stubborn lizardmen army is sweet.
     

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