8th Ed. 2400 Competitive List For Your Enjoyment

Discussion in 'Lizardmen Army Lists' started by thegraymist, Dec 15, 2012.

  1. thegraymist
    Skink

    thegraymist Member

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    I played this list across multiple battles and in a tournament last weekend and did quite well. I thought I would share it for others.

    Total Roster Cost: 2400 on the dot.

    Slann Mage-Priest - Life
    1 Slann Mage-Priest (Battle Standard Bearer)
    1 Cupped Hands of the Old Ones
    1 Dragonbane Gem
    1 Crown of Command
    1 Standard of Discipline
    1 Rumination
    1 Focus of Mystery
    1 The Becalming Cogitation
    1 Unfathomable Presence

    Saurus Scar-Veteran
    1 Sword of Might
    1 Glyph Necklace

    Saurus Scar-Veteran
    1 Dragonhelm
    1 Talisman of Endurance
    1 Venom of the Firefly Frog

    Skink Priest - Heavens
    1 Dispel Scroll

    Skink Priest - Heavens
    1 Cube of Darkness
    1 Ironcurse Icon

    Saurus Warriors
    29 Saurus Warriors wtih full command

    Skink Skirmishers
    10 Skink Skirmishers
    10 Skink Skirmishers
    10 Skink Skirmishers
    10 Skink Skirmishers
    10 Skink Skirmishers

    Terradon Riders
    4 Terradon Rider
    4 Terradon Rider

    Chameleon Skinks
    6 Chameleon Skinks
    5 Chameleon Skinks
    5 Chameleon Skinks

    Salamander
    3 Salamander Hunting Pack
    10 Skink Handlers

    Commentary:
    First, I realise that some tournaments will have restrictions, the one I played in didn’t so I was able to tool up the Slann. If your tournament has restrictions, these are just ideas to wet your appetite. This list is to go up against the worst of the other lists in the warhammer world.

    The Core:
    There are 3 in the command group and 2 heroes so the front rank of saurus pushes the Slann to the second rank. The saurus are a fairly cheap bunker, just STAY AWAY FROM KILLING BLOW, it will ruin your day. Your core unit is also stubborn which is important because you may be hit on more than one side if your opponent punches through your skink redirects. No matter, you will be able to take a real pounding.

    The core unit really packs a punch with 2 combat wombat’s in the front rank. Keep either Earth Blood (if they don’t have fire of course) or Flesh to Stone on them and their survivability increases dramatically. If you lose a few to cannon fire it doesn’t matter so much, just use regrowth to bring them back.

    It is also worth noting that if you are playing an army with many war machines it is best to put your skink priest with the ironcurse icon in the Saurus unit - that 6+ ward vs war machines makes it much more survivable. Just remember to take him out before the unit charges as he will have to be in the front rank off to the side because of his little base.

    The Slann:
    He is the centre of gravity for this army, he cant die, though I did manage a win in a game against the cheesy chaos dwarfs after he killed my slann.

    Becalming will help you dominate in the magic phase. If it stops 2 spells in the game it is worth it (and comparable to 2 dispel scrolls), though my experience is that it normally stops more and then stops the main wizard from casting due to broken concentration. It will also help to stop those nasty ‘no saves of any kind’ spells that often need double 6 to go off.

    Magic Resistance 3 because it’s your main unit and because the MR2 slot is already taken. Makes those horrible feet of Gork much less effective.

    For deathstars with this build there is no problem 6 dicing Dwellers, drop the first miscast on the enemy wizard with Cupped Hands and hopefully have Throne of Vines up to ignore miscasts after that.

    The Chaff:
    Terradons are my favourite, they redirect, do a decent job of clearing chaff with their rocks and then harass war machines.

    The sheer volume of chaff in this list means that you can actually lose most of it and still come out with a win because your points are located in one unit. It may also be worth considering the salamanders as chaff when the risk is a charge in the flank or rear of the main unit. You can feed the chaff to hellblasters or monsters to get your core unit close enough for combat.

    The ridiculous amounts of poison means you can take large monsters with 140 points of skinks (2 units).

    Dealing with Magic:
    Spells with ‘no saves of any kind’ will pull apart this list, that is why there are 2 dispel scrolls + Becalming Cogitation, and one will hopefully end the magic phase. Purple Sun, Dwellers, Pit of Shades and a few other spells targeted at the main unit will really mess things up. The remedy is to avoid these spells going off in the first place – prevention being better than cure.

    Just thought I’d share something that worked for me. Enjoy!
     
  2. Ferocious
    Temple Guard

    Ferocious New Member

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    i think you are putting all eggs in one basket, and if u get charged in multiple ways, even with that many skinks its possible, u will lose that combat quite fast, i know life magic helps, but one bad magic phase and =)
     
  3. thegraymist
    Skink

    thegraymist Member

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    You're right of course, all eggs are in one basket. That basket is just made of titanium. A rerollable Ld10 with cold blooded never saw that core unit flee in 8 games (unless the slann was killed which happened in 1). Yes, it's possible, but even losing by 10 in one turn meant that a stubborn Ld 10 was still fine. Won 6 out of 8.

    The dangers are losing 2 heroes pushing the slann to the front, and a bad magic phase as you say. If the latter happens, you've got 1-2 turns of being surrounded to get some good dice back - at that point it's a body count rather than losing by combat res, which regrowth can help with in subsequent turns :).
     
  4. Ferocious
    Temple Guard

    Ferocious New Member

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    a player with a decent amount of experience will stop :
    regen unless he has flaming on the highest initiative
    toughness boost, caus he hates wounding on 6s

    if he can stop those two, he doesnt care if u regrow 5 models :)
     

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