8th Ed. 2400, list changes after game.

Discussion in 'Lizardmen Army Lists' started by Mook, Apr 8, 2015.

  1. Mook
    Skink

    Mook Member

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    Howdy folks!

    Played two games last night against a solid ogre army/player at 2400 points.

    Lost first, won second (first time)

    I know its early to make changes but i feel i need to ;D

    #original list#

    Slann
    -lvl 4
    -lore of High magic
    -channeling staff
    -focus of mystery
    -the becalming cogitation
    -harmonic convergence
    (Wasnt very impressed with High magic, but im new so need to learn, huge firemagnet when teamed with TG... Feel like i need to keep him basic with life magic to hela TG back up.

    # Old Blood
    -cold one
    -great weapon
    -armour of destiny
    -dawnstone
    -the other tricksters shard
    (Didnt get to use him much, failed stupid 3 times!! With coldblooded and rerolls haha! Did kill a stonehorn in two turns. Trying him again, more aggressive.

    HEROES:

    # Scar Veteran
    -BSB
    -light armour
    -great weapon
    -enchanted shield
    -luckstone
    -egg of quango
    (Loved him)

    # Skink Chief
    -terradon
    -light armour
    -shield
    -sacred stegadonhelm of itza
    -biting blade
    (Did nothing for two games other then one flank charge on mournfang, needs more bite)

    CORE:

    # 33 x Saurus warriors (BSB)
    -full command
    -spears
    (Golden when supported with scarvet, did 14 wounds against ogres (with egg) was in 5 wide formation. Then 11 in another ogre combat, took maybe 10 wounds back whole game.

    # 10 x Skink Skirmishers
    -javelins
    -shields

    # 10 x Skink Skirmishers
    -javelins
    -shields

    # 10 x skink skirmishers
    -javelins
    -shields
    (Not realy sure how to play them corectly, all they did was taking of a few wounds (maybe total of 10 wounds in 2 games) when i flee with them they are hard to rally, when i take a charge they are crushed, need to learn!

    SPECIAL:

    # 26 x Temple Guard (slann)
    -full command
    -banner of swiftness
    (Miscasts... Killed 21 TG in one turn second game, worked like a charm stansning form against mournfang and stonehorn for 4 turns, not sure what to make of them but the unit may be to big?)

    # 3 x Ripperdactyls
    (Hard to use but very efficient, fly rule is boss no matter what and stresses your opponent out)

    RARE:

    # 1 x Ancient stegadon
    -sharpened horns
    -engine of the gods
    (Think 300 points was a bit much for something that can possible make one charge and give a 6++)

    -----------/-/---------------------------

    #New List#

    LORDS:

    Slann
    -lvl 4
    -lore of Life
    -channeling staff
    -the becalming cogitation
    -harmonic convergence

    # Old Blood
    -cold one
    -great weapon
    -armour of destiny
    -dawnstone
    -other tricksters shard

    HEROES:

    # Scar Veteran
    -BSB
    -light armour
    -great weapon
    -enchanted shield
    -luckstone
    -egg of quango

    # Skink Chief
    -ripperdactyl
    -light armour
    -shield
    -spear
    -sacred stegadonhelm of itza
    -dragonbane gem
    -potion of foolhardiness

    # Skink Priest
    -lvl 1
    -lore of heavens
    -dispell scroll

    CORE:

    # 40 x Saurus Warriors
    -full command
    -hw/shield

    # 10 x Skink Skirmishers (skink priest)
    -javelins
    -shields

    # 10 x Skink Skirmishers
    -javelins
    -shields

    SPECIAL:

    # 26 x Temple Guard (Slann)
    -full command
    -banner of swiftness

    # 3 x Ripperdactyls

    # 8 x Chameleon skinks

    # 1 x Bastilladon
    -solar engine
     
    Last edited: Apr 8, 2015
  2. Agrem
    Kroxigor

    Agrem Active Member

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    Looks rather nice. However your equipment on the BSB is a bit off as the enchanted shield is wasted with the great weapon in close combat. You need to get rid of one or the other.

    I think that the Temple Guard is quite ok in size. I feel that less could be too little. You can run the slann in one side to reduce the miscast damage a bit.

    Not sure if double bastilladon is the way to go. Might work but I feel that the second won't really bring anything to the list that only one wouldn't. You'll be quite thin on magic dice as well so you might find it hard to get enough value from both of those beams.

    BR
    Agrem
     
  3. Mook
    Skink

    Mook Member

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    Thank you for replying but i need to point some things out hehe.

    There is only one Bastilladon, not two (misstake), he is there to draw powerdice, occasionaly wound something and provide extra initiative.

    And regarding the enchanted shield i still get the armour bonus wich is a total if 2+, i only loose the parrysave ;)

    The templeguard unit was ok in combat at this size to be honest and they was suprisingly tough against S4/5 but with lore of life perhaps i dont need as many, anyhow, im keeping the size for now.
     
  4. laribold
    Cold One

    laribold Active Member

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    Unless you are up against large infantry blocks with more ranks than you (and these don't seem to be run as much as they used to be) then I'd keep your Slann out of the TG. You can get the Stubborn from Steadfast and your TG should be able to go through most big block core infantry, thus reducing their ranks to less than yours.

    Miscasting in them is almost game ending and I almost never see the point in placing him in there, except when all hope is lost and he can't escape anywhere else.

    Stick him in a skink skirmisher unit and run him all over the place as needs be, keeping out of harms way.
     
  5. GhostWarrior
    Cold One

    GhostWarrior Member

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    Sorry Mook, but Agrem is completely correct. You will not get the benefit of the Enchanted Shield whilst in combat as long as that character is carrying a great weapon. Take a careful re-read of the BRB and you'll see that, as the Great Weapon is a two-handed weapon, he cannot also be wielding a shield in close combat.

    On your list as a whole - have you considered Light magic on the Slann? It should help the damage output of your Saurus and TG units, whilst also providing them protection (shooting and CC). It even has some decent, toolboxy damage spells. Also, as your list is now down to 5 spells, I might recommend making that Priest a Level 2.
     

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