8th Ed. 2400 pts for tomorrows battle of the Clubs

Discussion in 'Lizardmen Army Lists' started by jgvdp, May 12, 2012.

  1. jgvdp
    Jungle Swarm

    jgvdp New Member

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    Just wanted to let you lizardmen guys know how I get on tomorrow with this list.

    plan is to simply blast big timewarp in turn 1 or 2 and then surround my opponent.

    list probably laks some punch or spell's to deal with big armour but other then that its very solid.

    I'll try to get a short summary of the 3 battle's up on monday. but hears the list. limitation are no dubble rare and no tripple special. other then that annything goes. except you can only have 1lvl4, 1lvl3, 1lvl2 and 1 lvl1. so no dubble slann.

    Slann Mage-Priest
    General; 4 Discipline, Lore of Light; Battle Standard
    Cupped Hands of the Old Ones, Ruby Ring of Ruin, Obsidian Amulet, Standard of Discipline,
    # Focus of Mystery
    # Higher State of Consciousness
    # Becalming Cogitation
    # Focused Rumination

    Saurus Scar-Veteran, Great Weapon, light Armour, Dragonhelm, Dragonfly of Quicksilver, Dawn Stone, Cold One
    Saurus Scar-Veteran, Light Armour, Sword of Might, Charmed Shield, Dragonbane Gem, Cold One
    Skink Priest, scroll

    39 Skinks, std, mu
    35 Skinks, std, mu
    10 Skink Skirmishers
    10 Skink Skirmishers
    10 Skink Skirmishers
    10 Skink Skirmishers

    5 Chameleon Skinks
    5 Chameleon Skinks
    3 Terradon Riders
    3 Terradon Riders

    3 Salamander Hunting Packs, 9 Skink Handlers
    3 Razordon Hunting Packs, 12 Skink Handlers
     
  2. Old Mossy
    Bastiladon

    Old Mossy Active Member

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    straight up skink cohorts, with no kroxigors? I'll be interested to see how it goes.
     
  3. walkertexasranger
    Skink

    walkertexasranger New Member

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    why extra handlers on the Razordons instead of the Sallies, when the latter are so much more worth keeping in action?
     
  4. jgvdp
    Jungle Swarm

    jgvdp New Member

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    OK, so lets see if I can remind things corectly, first off why handlers on razers and not on sallies?

    Sallies are devestating in shooting and can march and shoot, razors are OK at shooting and can have a great stand and shoot. so as razors are the worse shooting unit I often use them as combat unit, and that when the handlers come in handy. I hope I got the rules right but after I cast timewarp on the razors I end up with 9 str5 att and 24 str 3 att, often with reroll to hit. So this was the reason why I had the handlers on the razors.
    Next time I would probably ad handlers to the sallies to.

    First Battle: skaven

    gray seer, 4+ ward, bell, spells: wither, Plague, skitterleap, 12" blast spell that effects all units.
    BSB, storm banner
    LVL 1 doom rocket

    40 clan rats
    40 stormvermin, PWM
    2*30 slaves
    4 rat ogres
    10 globadears
    10 gutter runners
    Doomwheel
    hellpit
    WLC

    scenario meeting engagement.

    I had to deploy first and ended up with slann, skink priest, 2*terradons, 35 skinks, 2*10blowpipes in reserve. :mad:

    So I deployed the rest in the corner making shure to stay 28" away from his deployment, I dont like plague.

    he deploys in the centre his bell behind the stormvermin, the flanks whear held by doomwheel+slaves on 1 side and hellpit+ratogres on the other..

    LZ turn 1, as i deployed first I ended up with turn 1, I brought the rest of my army on the board on the flank with the Hellpitt. and then used my magic missiles and cammos to decimate the globadeers(easy points for turn one. trying to send the message not to think he could whin with magic and shooting.

    SK turn one, he got the message and came barreling forward with evrything, his second unit slaves came out of reserve and came down the flank whear the hellpit was. he roled one dice for the bell and whent an extra 5" but because he deployed behind the vermin he was still out of range with his spells. cannon shot at cohorts in the centre ant killed about 9, no biggy

    LZ turn 2, no charges. scarvets joined the cohorts in the centre and moved in front of rat ogres. one unit of terras moved over ogres killed one. the other unit set up a double flee with some blowpipe skinks on stormvermin. automaticly blokking bel and unit. wheel whas stil to far on the other flank to be a threat. but hellpit must die. as he was now only " from the flank of scar vet unit blokking the 3 ogres. I moved 2 units of blowpipe's to the rear and flank of pit(He had move to far forward) and swift reformed the 39 cohorst 20 wide in front of hellpit. magic consisted of 1d6 str 4 from ring on pit, he dispelled as he wanted to save his regen and come back. the 2d6 str4 was scrolled(mistake), leaving me with 1d6 str6 cousing 4 wound of witch he saved 2 on his 6+ ward.

    shooting, time for :droid: 80 shots at hellpit, hellpit dead.

    SK turn 2, as he was still loosing the shooting contest he charged ogres, stand and shoot. and charged vermin, flee, flee, leaving the vermin now blokking the path of the doomwheel as he had to persue to the flank. he did cath the 10 blowpipe, so thear whent my first 70 points. as he couldn't count on the vermin catching the skinks he didn't charge the bell as he didn't want to end up with a failed charge again stuck behind the vermin. slaves charged razers and got a big stand and shoot 12 dead. magic he cast skitterleap dispell and wither I let go on cohorts with scars. the scroll on plague. shooting so him kill in the region of 16 skinks on the scar vet unit with the rocket. cannon misfired but OK. Combat he did some more skink damage but I left just one ogre standing. I think I held on steadfast. razers munched slaves but he held steadvast.

    LZ turn 3 This was to be the last turn as things had draged out(nobody's fault the scenario just take's time and isn't suited for a tournament with only 2.25 hours per game with a 40 minute mark to equal the turns.)
    So let me make the rest short. move none realy evrything was in a good position for me. magic just toasted the PWM with missiles and put timewarp on razors. shooting started on the vermin with sallies but as it was last turn pritty useless. combat finished of Ogres and reformed to charge Bell and unit. razors finished off slaves.

    SK last turn wheel moved past vermin to zap sallies. and other then that no movement.
    magic he cast wither on other big unit of cohorts(mistake, he shoold have cast on T1 cohort for autokill) now I could simply dispell Plague. shooting wheel didnt kill all sallies. and combat was none

    game over.

    I lost half cohort and one unit skinks,
    he lost pitt, gloes, slaves, PWM, ogres.

    leaving 460 points difference, 500 was 12-8 so we ended a draw. with an extra hour I would have probably lay waste to his army. his support was almost gone next would have been the wheel and the scars would have charged the seer just to bog him down and slowly stat killing him and his pasky BSB. a sorry he used storm banner in turn 2 one turn to late, if he had used it in turn 1 he might just have saved the pitt a bit longer and given me some more trouble.
     
  5. Arli
    Skink Priest

    Arli Moderator Staff Member

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    Gratz on the win.
     

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