8th Ed. 2400 Swedish comp medium strength

Discussion in 'Lizardmen Army Lists' started by Beyonder, Oct 5, 2013.

  1. Beyonder
    Skink

    Beyonder New Member

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    Slaan (Harmonic convergence, Channel staff, BSB, Lore of Light)
    Saurus Oldblood (Cold one, GW, Glittering scales, Dawnstone)

    Scar Veteran (Charmed Shield, Dragonhelm, Light armour, Sword of striking) on Carnosaur (Looping stride, Bloodroar)
    Skink Priest (dispel scroll)
    Skink Chief (Spear, Light Armour, Enchanted shield, Egg of quango) on Terradon

    Skink skirmishers x10
    Saurus Warriors x19 FC
    Skinks24Krox3 (+24x poison attacks)

    Temple guard 28x FC
    Chameleon Skinks 6

    Salamander 1

    total - 158, 2398 points. So 13.2 score which is just medium.


    I want to aim for 11 or 10 if possible and make it a bit tougher. Any tips?


    I won 2x pretty hard vs. a 9 points orcs & goblins list.. The Skroxigor really did work, and the Scar vet on carnosaur just made shit flee all over the place :D

    Comments welcome!
     
  2. Madrck
    Temple Guard

    Madrck Member

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    So I built the list (as I'm trying to build a 16 for cancon and it's great to see other ideas) and I came in at 156 points which is a 14.4, I'm guessing the 13.2 is a typo and you meant to write 14.2
    As long as you are running a carnosaur(which I love) your going to find it hard to get under a 12. It takes up so many army points whilst costing so few comp points.
    The only real way I can see to increase your comp points is to drop the carno(which I don't like) or drop the Temple Guard for an ancient steg w/horns and a unit of terra. Or any combo of MSU which really starts to add up on comp
    You could also just switch to one of the expensive lores, ala death/life/shadow, which gets better without temple guard as you don't have to worry about miscasting on your block of awesome.
     
  3. Beyonder
    Skink

    Beyonder New Member

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    I get -13.1 if I do it, I think, correctly.

    Slaan -35, -10, -4, -12
    Saurus oldblood -8 -4
    Saurus scar vet -5 -5
    Skink priest -5 -7
    Skink Chief -2 -1 -3 -4

    Skink Skirmishers -3 (no blowpipes)
    Saurus warriors -9
    Skinkkrox -4 -6

    Temple guard -21
    Chameleon skinks -3

    Salamander -8

    Yeah the carno is really cheap and totally awesome. Ill create another list with life/death/shadow or something and an ancient steg to see what I end up with. Could you post your list?
     
  4. Madrck
    Temple Guard

    Madrck Member

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    My bad, missed the word "additional". Should be 159 points. 300-159=141/10=14.1?

    13 OldBlood Carno, blood and loping. Still playing with magic item builds, but it's always 100 points. Fencers LA charmed shield Tali of Pres Other Trickster's shard
    9 Scarvet Cold one, GW glittering scales and dawnstone, shield for +1AS shooting 2+AS combat
    40 Tetto, This lets me vanguard whatever I need to, and comets hahaha
    4 Skink Chief, again still playing with builds, will prob drop his overall cost so he's more sacrifical. Blowpipe LA Dragonhelm luckstone Potion of STR, on a rippa

    13 Saurus Warriors x27
    10 Skrox 24skink3krox
    3 Skirmishers javs

    4 Camo Skinks x8
    6 Basti solar engine
    5 Rippas
    9 Rippas
    Terras would be better against most armies I think, but rippas are fun and the pressure my list normally applies with vangaurds and comets :) means that the toad is another thing players can make a mistake on. Especially since I for the most part ignore that part, just think of it as a bonus if they end up hitting the toaded unit. we have also been playing that the chiefs rippa gets the bonus(not an extra toad marker though) which can be scary since he comes with a +2AS can kill almost anything with the potion and I like the blowpipe for the first turn since I can never charge, and he overruns off the table after killing artillery too often which is another turn he isn't in combat.
    20 Ancient Steg
    5 Sharpened Horns

    Generally if i get d3 vanguard this goes forward with the carno, scarvet and rippas and chief. I really want to put an engine on it, but it makes a 300point target that basically will draw more cannon fire then It can handle.
    Brings me out at 2393. and a 15.9.
    I know there's no BSB but it has only come up once and I still won the game. So I don't think I want to sac 1 comp point(would go on scarvet) for something that doesn't seem to come up for me. Would love some more feedback
     
  5. Flex
    Jungle Swarm

    Flex New Member

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    Hey Guys!

    I am also thinking about a viable Scarno build which can survive cannonballs at least one time and can make serious damage in combat without die easily. But I'm afraid your Scarno build is incorrect becaus the Charmed shield and Dragonhelm are both magic armour, so you can't take both of them.

    Flex
     
  6. Madrck
    Temple Guard

    Madrck Member

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    Yeah I did a double take at that too, but it's simple (I think) he meant charmed shield and dragonbane GEM.
    Same roll different slot
     
  7. Beyonder
    Skink

    Beyonder New Member

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    Very good point, my list is in fact friendly with a 14. Nice! And thanks for pointing out the mistake in my carno build.

    Interesting list! I really wonder if its worth it to not take a slaan. I just havent been feeling the only +2 to cast. But the vanguard is nice. I like the potion of str on the chief too. Fun with the rippers!

    A no BSB list would be so difficult.. But in my list I really can barely squeeze him in.
     
  8. Beyonder
    Skink

    Beyonder New Member

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    Today I played vs a HE army.. Put in Life instead to mix it up (but it did nothing). He had a medium army of 9. Won in points quite royally. Overall it was quite a slow game where he played defensive and because of my VP advantage I really had no need to go after him if I didnt do some Dwellers first. The carnosaur got into his flank of dual archers though, he he. Really loving this setup so far. The three combat blocks really feels wonderful.
     
  9. Madrck
    Temple Guard

    Madrck Member

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    The slann is certainly missed sometimes, but since the list is all about pressure and forcing my opp to make choices (hopefully very very bad ones) Tetto is amazing at that, and for the low cost of 40comp. The only thing I truely miss is combat buffs, as there is no room for a skink priest. And harmonic/curse just really don't make that much difference. And iceshard is almost always the spell dispelled at that stage of the game.
    Because I'm still new to the game it took me 5 games before I even truely appreciated what a BSB does. And while there is some real power in it, at 10 comp points and having to put it on something(scarvet) that can just get taken apart is dangerous. I also think like scroll alot of people see a BSB as a crutch. Still with 3 combat blocks I'd prob want one too. I do tend to roll my cold-blooded tests like a boss so it helps me feel better about not taking one ;)
    I still might drop the rippa chief for a beastpriest w/scroll or cube, though 4 comp vs 10/12 isn't tiny in this kind of list.
    Facing a Skavern list on thursday, I'll let you know how it goes.
     
  10. Madrck
    Temple Guard

    Madrck Member

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    So the game against skavern went very well. 14-6
    My list is a 15.9comp and his was 16.
    cz8HgyV.jpg
    I got Vanguard 3 and first turn which basically sealed his fate. The photo is after my move phase turn 1, except the camo skinks moved close enough to shot one of the warp lightning cannons full of holes. And the pegs on the right are pseudo rippas, as are the terradons on the left
    Turn 1 Skavern
    He charges my old blood with his clan rats, that have queek and 2 other beat sticks. One unit of slave go into my saurus and another unit goes into my scarvet coldie. The quick storm vermin turn a little so they arn't getting flank charged and the remaining warp lightning cannon has a shot at tetto killing a few skinks and wounding a krox.
    Queek has to challenge the old blood and I have to accept(as he's alone). He was fairly unsure if charging was the right call. I did also manage to get Iceshard on the unit(rolled double 1's in my magic phase and just cast blizzard)He endned up only getting 2 wounds on the carno,missed 3 attacks thanks to the -1 and I won combat by 3 With the overkill. steadfast, same thing happened with the slaves. I won both but he held.
    Turn 2 Lizards
    ChiefRippa charged the big fight in the flank, the pegiRippas charged the scarvet combat, the Rippas on the left failed frenzy and charged the storm vermin(and never got a swing). The camos moved up to the rat dart unit and shot it a few times. As did the skirmishers.
    Rolled double 6's for the magic phase, 5 diced chain lighting, did 2 wounds to the vermin, didn't jump, tetto became a lvl 0 wizard (and ran off to a corner on his own for the rest of the game)and my remaining 7 dice did nothing. through 6 at solar engine but it only did a wound to the vermin. Same as last turn for combat though he got another wound on the carno. The basti and steg charged the storm vermin, took a few wounds but thunderstmops are strong, he held there too
    Turn 2 Skavern
    So his army looks fairly weak for a reason, see the little marker near my skirmishers just behind my saurus, he was using a warp grinder to get a unit onto the field, it arrives on a 4+ and may charge the turn it comes up, It has 4 assassins that are crazy geared, the unit can basically fight and kill anything. It did come up but he had a minor cave in and lost 10/24 models and wasn't allowed to charge or move.
    Turn 3 Lizards
    Charged the scarvet and rippas into the flank of his assassin unit, they all made way to the flank(still a little new to WHFB so didn't know you could do that as long as they are unengaged)and slaughtered them all and reformed to face my saurus again. He got 1 wound though on the scarvet which multiples to 2, was a very ewwww moment for me as my scarvets/oldblood almost have never died, even against high str. Though the carno almost never lives.
    finished off everything else, had to overrun, ect.
    Turn 3 Skavern
    The assassins charged the rear of the saurus(they fail charged the storm vermin) I flee and try to out run him, he rolled an 11 and wiped them out, should prob just have held o well.
    The rest of the game is basically me cleaning up. He gets my skrox unit but it puts him near the table edge and I just blood roar his assassin unit off, I did have basti, steggi and chief also charging that turn, so I'm sure I still massacre the unit but I think he would have gotten my steggi if I had to fight the combat, luckily the carno said it wasn't necessary
     
  11. Madrck
    Temple Guard

    Madrck Member

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    I've also played a game against the new DE. All I'll say is that the warlock unit is busted strong. Like seriously wtf where they thinking. For 62.5ss you get a unit of 5, that's a lvl2 wizard, has 2 freaking crazy good spells that you can cast the empowered versions of. 2 POISON attacks per model, Light cav with a 4++ They are just stupid. And witch elves are also scary but atleast you can shoot/magic the shit outta them. Oh and the cloak that gives 3++ to magic and shooting also gives KB and multi wound. wow.
    I lost that game around 15-5 but we where pretty drunk by the end of the game and just said I got massacred. Was alot of fun but seriously there is no balance in the book, was our second game with it and units either are a waste of points or are warlocks. gg GW
     

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