8th Ed. 2400 competive

Discussion in 'Lizardmen Army Lists' started by Piano-ID, Dec 10, 2011.

  1. Piano-ID
    Skink

    Piano-ID New Member

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    Lords

    Slann
    BSB
    Standart of Discipline
    Cupped Hands of The Old Ones
    Crown of Command
    Focus of Mystery (Light)
    Focused Rumination
    Ethereal
    Magic Resistance 3

    Heroes

    Scar-Veteran
    Cold One
    Flaming Sword
    Shield of The Mirrored Pool

    Scar-Veteran
    Cold One
    Armour of Destiny
    Great Weapon

    Skink Priest
    Cube of Darkness

    Skink Chief
    Dagger of Sotek
    Fly Cloak

    Core

    2x30 Saurus Warrior
    Full Command

    Jungle Swarm

    Jungle Swarm

    Special

    3x6 Chameleon Skink

    Rare

    Ancient Stegadon

    C&C please

    P
     
  2. Arli
    Skink Priest

    Arli Moderator Staff Member

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    What is your planned strategy? What are you using this list for? Is it for a tournament or just 'friendly' games?
     
  3. Piano-ID
    Skink

    Piano-ID New Member

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    Thanks for replying

    Main plan is buffing Saurushordes with Brionna`s Timewarp and kill everything in CC.Sounds weird but it works.
    Usually i deploy hordes to front line and steg between them,ready to shoot anything like eagles etc.slann goes solo,but hes almost unkillable cause of res3 ,eth and stubborn ld10 with rerolls.One JS goes behind Slann to prevent Scouts to come near,because if slann goes to CC my strategy is ruined.Chameleons destroys warmachines.Chief is just for hunting solo mages.
    This list is mostly for tournaments.

    P
     
  4. Arli
    Skink Priest

    Arli Moderator Staff Member

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    Where do you put the scar vets? They cannot benefit from a look out sir due to thier base size.

    If it works, go for it. If anything major charges the jungle swarm to get to the slann, the swarm will not stop it for more than a turn of combat. You will lose the swarm in the first round of combat and will be overan into the slann. One good combat character in there and the slann is done for.

    The res 3 is not needed. You should go with the res 2 item. A ward save/armor save always fails on a roll of 1. Even with that, the only thing it will protect against is magic attacks from a distance, not magic weapons.
     
  5. Piano-ID
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    Piano-ID New Member

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    Thanks for replying.

    With JS thing i meant that opponent cant deploy scouts 12" from slann cause there is JS=your opponent cant use scout special rule.
    I have res 3 discipline cause there is not enough points for res 2 item.Vets are going to saurus units,Pha's Protection used to be enough to protect them with 2+AS.

    P
     
  6. Dunya
    Chameleon Skink

    Dunya Member

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    Looks like a nasty list.

    Hm, couldn't single sallies deny scouts just aswell? A bit more expensive than JS, but its not like they have no other uses.

    Having only two combat units seems like a bit of a liability to me, what happens if someone sticks a Pendant of Khaeleth Dreadlord into one of your hordes?
     

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