8th Ed. 2400 point list with 6th edition models

Discussion in 'Lizardmen Army Lists' started by rangerzedd, Feb 11, 2014.

  1. rangerzedd
    Skink

    rangerzedd New Member

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    Hi all,

    I'm coming out of years of retirement and trying to breathe new life into my 6th edition collection to use in a 2400 point game this weekend. I've picked up the 8th edition rulebook and armybook, but I'd really appreciate any help I could get in building a semi-competitive list, especially in the area of character builds.

    I've been lurking around the last day or two, so here's what I have so far:

    Slann - What Lore?
    BSB, Standard of Discipline, Becalming cogitation, Channeling Staff, ???

    Scar-vet on foot
    GW, LA, ???

    Scar-vet on CO
    ???

    Skink Priest Lv1
    Dispell Scroll, ???

    Saurus x20
    Full Command

    Saurus x20
    Full Command, Spears

    Skink Skirmishers x12
    Blowpipes

    Skink Skirmishers x12
    Javelins/Shieds

    Chameleon Skinks x7

    Kroxigor x3

    Stegadon
    Giant Bow & Crew

    Temple Guard x17
    Full Command

    Salamanders x2

    Salamander x1

    This brings me up to 2292. I'd imagine I should use the remaining points for equipment. I'm thinking of using the tried and true tactics of saurus blocks up the middle, monsters on the flanks, and skinks ready to meet their grisly doom up front.

    If any of the above parts of the list are choices I ought to swap out, I have the below models available:
    Terradons x4 (I'd have to do some repairs)
    Jungle Swarms x4
    Saurus Hero on foot
    Skink Priest
    Saurus warriors x4
    Saurus Cav x8 w/ full command
    Saurus Lord on Carnosaur (probably not legal to use, as it's on a 50x50mm base)
    About a dozen skinks with mixed weapons

    Thanks!
     
  2. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    Hmm, let's see...

    I'd say your Saurus units all look a little small. If you are really trying to be competitive, you should up them to to at least 24 strong each. 30 would be a little better. Same goes for the Temple Guard, try bumping them up to 20 or 26. Preferably 26.

    If you do that I'd say you could drop one of the Saurus units and that will leave you with a pretty solid core for your army. 3 combat blocks would be good, but then you're cutting into points you could spend elsewhere.

    Skink units are usually ran 10-strong. There is nothing wrong with taking 12, but 10 keeps them on the light and cheap side. They probably wont make it through the whole battle, so the extra 2 Skinks worth of points are better used on something else.

    For your characters, Slann could have:
    BSB
    Standard of Discipline
    Becalming
    Channeling Staff
    Focused Rumination
    Soul of Stone

    That's a pretty solid build. Magic depends on your preference. Do you like the BRB lores? Do you like High magic? Do you like all the sig spells? I've been using High Magic mostly recently and I must say it's pretty nice. The ability to swap out to another lore is pretty cool. You can even go without loremaster and still have access to all the spells in High magic by swapping out spells as you cast them. Pretty neat.

    Scar-Vets:
    Check out this thread: A Cowboy For All Just pick your favorite or make a hybrid of one of the builds you like.

    Skink Priest:
    He looks pretty normal. Heavens or Beasts? I'm partial to heavens, but beasts is pretty nice too. The sig spell costs a little more however.

    Good list overall! Just tweak it here and there and you'll get something you'll enjoy. Can't expect your first army list in 8th to be super competitive anyway, haha. There are a lot of little changes since 6th.
     
  3. rangerzedd
    Skink

    rangerzedd New Member

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    Thanks for the tips!

    So let's call this my first (complete) draft

    Lords: 440pts
    Slann - High lore looks AMAZING
    BSB, Standard of Discipline, Becalming, Channeling Staff, Focus, Soul of Stone

    Heroes: 403pts
    ScarVet - My only conversion is a scarvet on foot with GW, I'm hoping to keep him in the fight...
    GW, Armour of Destiny
    ScarVet
    CO, LA, Sword of Might, Dawnstone, Charmed Shield
    Skink Priest - Heavans (call me old fashioned)
    Cube of Darkness

    Core: 612 pts
    30x Saurus
    Full command
    12x Skinks
    Blowpipes
    12x Skinks
    Blowpipes
    12x Skinks
    Javelin & Shield

    Special: 720 pts
    7x Chameleon Skinks
    Stegadon
    Sharpened horns, Giant Bow & Friends
    26x Temple Guard - I hope my opponent doesn't mind some saurus spearman 'trainees' in the back
    Full Command

    Rare: 240 pts
    2x Salamander
    1x Salamander

    Removing the second unit of saurus put me in a bit of a quandary. At thirty-strong and with two skink skirmish units, I'm still shy of 600 points for 25% core. I only have 20 jav-skinks, so a skroxigor unit would leave me with only blowpipes for skirmishers. More importantly, I don't have have a skink bannerman or musician.

    I had to drop the kroxies to free up the points. My concern is that, with three skirmishers and the chammies, I'm too skink-heavy. Would a small skroxigor unit without a command group make sense here? Maybe trade the chammies to give the cowboy a small posse? Swarms even?

    Maybe I didn't read through the tactics articles thoroughly enough, but I'm a little lost as to how to properly deploy a cowboy. In a saurus block? Within 3'' of said block? Maybe that's a question more suited for the tactics threads.

    It's my first match in years, so I'm just hoping to lose gracefully instead of being annihilated. :D
     

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