8th Ed. 2400 Points for Local Tournament

Discussion in 'Lizardmen Army Lists' started by Malleus, Jan 22, 2013.

  1. Malleus
    Skink

    Malleus New Member

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    Hi guys,

    I have been working on a list for a while now that I would feel happy taking to local tournaments, it does include some self impossed restrictions as we do often impose penalties for sportsmanship in list writing.

    These include deductions for:
    Over 20 Skinks (all Types)
    2 x 2 Salamanders
    Over two Scar Vets
    Lore of Life/Shadow/Death (all armies)
    some more that I cannot be bothered to go into (Magic Items and Disciplines)


    Slann Mage Priest – 375
    Level 4, Lore of Light, Battle Standard Bearer, Focus of Mystery, The Focused Rumination, Diadem of Power

    Saurus Scar-Veteran – 106
    Light Armour, Great Weapon, Venom of the Firefly Frog

    Saurus Scar-Veteran - 123
    Light Armour, Shield, Dragonhelm, Burning Blade of Chotec

    29 Saurus Warriors – 337
    Musician, Standard Bearer

    29 Saurus Warriors – 337
    Musician, Standard Bearer

    20 Temple Guard – 356
    Musician, Standard Bearer, Standard of Discipline

    Stegadon – 235

    Stegadon – 235

    6 Chameleon Skinks - 72

    6 Chameleon Skinks - 72

    Salamander Hunting Pack – 150
    2 Salamanders, 6 Handlers

    2398 Points
     
  2. david l
    Chameleon Skink

    david l New Member

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    I would not take Diadem of Power. You need your Slann casting, and maxing the extra dice, not saving dice for defense. If you want more defense, take discard 6s. Or a scroll.

    I don't like a Slann inside Temple Guard without miscast protection. Especially a small-ish unit of TG like that. One miscast and your protection is wrecked. Lore of Light also goes great with a solo Slann.

    I would redo your scar-vets and put them on cold ones. The armour save alone is worth it, and the mobility and extra attack are handy.

    You have rare space and dropping TG provides points, so at least one Stegadon should turn into an Ancient Stegadon. The Strength 6 clearly ups the close combat damage, the extra armour usually saves a wound a game, and the blowpipes are usually better than the giant bow.
     
  3. skillfull_dan
    Chameleon Skink

    skillfull_dan New Member

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    I think the diadem isnt spectacular, but it isnt that bad either . In this case you have no second caster, so if you roll snakeeyes your magic is over, and with the diadem you at least get to keep some dice around. Still, i think you are better served by a dispel scroll.

    I think that no miscast protection is okay since you are going light. As long as you dont try to bubble very often, you wont ever need to roll more than 2-3 dice at a time.

    I do agree that ancient stegadon > mini-stegadon in every way. The giant bow is a trap, if you are standing around shooting it, you arent charging into melee which is where the steg should be. Also I always run my scarvets with the maxed out magic allotment and normally on cold ones, but thats my preference.
     
  4. Rhodium
    Kroxigor

    Rhodium New Member

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    Really?
    If I roll snake eyes with a ruminating light slann, I would expect to cast two spells no problem,
    The opposition has one dice (presuming no channels either side) you have 4, 1+1 and 1+1 and the lore of light has two spells that are cast 97% of the time on two dice with a level 4, One at 91%, and one at 83%, I would fancy my chances in getting off two of those four spells

    David I is bang on, the slann should be using all of the power dice, especially withheld lore of light.
    The diadem of power is such a defensive item and with a slann, it isn't needed, there are much better and more important arcane items to take such as a dispell scroll, cube of darkness or cupped hands
     

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