8th Ed. 2400 sept 28th tourney list

Discussion in 'Lizardmen Army Lists' started by Danskman417, Sep 2, 2013.

  1. Danskman417
    Saurus

    Danskman417 Member

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    LORDS

    Old Blood, Carnosaur, Blood Roar,
    Great Weapon, Armor of Destiny,



    HEROES
    Scar Vet, Great Weapon, BSB,
    Light Armor, crown of command,
    Talisman of Protection,


    Scar vet Great, Weapon, Light armor,
    Cold one


    Lvl 2 Skink mage,
    Dispell Scroll,


    Lvl 2 Skink mage,
    cube of darkness,


    CORE

    50 Saurus Warriors FC

    24 Skinks with poison attacks
    3 Krox

    10 Skink Skirmishers

    10 Skink Skirmishers

    SPECIAL

    5 Cold one Cav
    Flame Banner


    RARE

    Ancient Stegadon
    Unstopable Stanpede


    2399


    the big thing i feel like this list is missing is some arti killers but im not really sure what i would take out here, the 2 lvl 2 priests are running lore of beasts
     
  2. Kimiko
    Skink

    Kimiko New Member

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    IMO you gonna get owned by some armies in the magic phase without a lvl 4.
     
  3. eppe
    Kroxigor

    eppe Member

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    That's the risk you take with a Carno General. Honestly with a dispel scroll and cube you'll do alright. Ignore turn 1 magic phase and dispel turn 2 and cube turn 3, by then you should be in CC and starting to chomp through him. It's not my style of list but it isn't bad.
     
  4. Danskman417
    Saurus

    Danskman417 Member

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    Yea it's a risky list but it has some shock and awe capabilities, but it's just lacking war machine hunters which is my biggest fear
     
  5. Stonecutter
    Terradon

    Stonecutter Member

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    Well, since CoC can no longer take a magic banner, you could just dump the unit entirely and use the points for war machine hunters. With only 5 of them, there is only 1 valid look out, sir roll anyhow. Also, there is no ability to deal with ethereals if you run into vamps. Accordingly, if the CoC are dumped, here are a few possible changes:

    1) war machine hunters - chameleons and/or terradons/rippers

    2) Give the BSB the charm shield, dawnstone and magic weapon.

    3) Give 2nd cowboy a 5 or 10 point magic weapon.

    With 2 x 2nd level beast casters, you should be able to spam wyssans and get 1 or 2 really good spells like savage beast to further buff characters. The big magic missile is also useful to taking out war machines since it is S10 and d6 wounds. The GW on SVs are nice but between wyssans, skrox, steggie & carnie, there will be loads of high strength attacks in the list already.
     
  6. eppe
    Kroxigor

    eppe Member

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    BSB can't take magic items unless it's a Slann. pg 89
     
  7. The Hunted
    Carnasaur

    The Hunted Active Member

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    IIRC you can take magic items as a BSB, just not a magic standard ánd magic items on the character.
    It's either a magic standard, or magic items on the character.

    As for the list:
    Not having a Slann will always be a liability, but you can work around it. Although I don't think 50 SW is the answer,
    big spells kill big units of infantry. And without a level 4 caster, dispelling will be tough.

    Just some ideas:
    Give the old-blood a cold one and put the scar-vet on the carnosaur. This way you have 2 equally dangerous 'hammer heroes' instead of 1 being clearly the more dangerous one.
    Your opponent will always be shooting at your old-blood on carnosaur now, and when they kill it; you're left with an ok-ish scar-vet.

    The only unit that can take a magic banner is the Temple Guard, without a Slann they're not really worth it. So no magic banners. SCOR are pretty good, but you need a few more to protect the character that's in there. I'd suggest dropping some Saurus warriors in favor of 2-3 more cavalry.

    With only 2 units of skinks you will have a hard time dealing with enemy chaff. This might leave your hammer units stranded whilst being peppered by shooting and magic.


    Hope it helps!

    The Hunted
     

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