8th Ed. 2400 Tournament List

Discussion in 'Lizardmen Army Lists' started by jamierk, Oct 4, 2013.

  1. jamierk
    Skink

    jamierk Member

    Messages:
    13
    Likes Received:
    27
    Trophy Points:
    13
    Hey guys

    This is my first attempt at an 8th ed Lizardmen list with the new book, so bear with me. Feedback is greatly appreciated.

    Slann, Becalming Cogitation, Channeling Staff, Focus of Mystery, Harmonic Convergence, Skavenpelt Banner
    Skink Priest, Dispel Scroll
    Skink Priest, Cube of Darkness

    30 Saurus Warriors, Hand Weapon and Shield, Full command
    3x12 Skink skirmishers

    Bastilidon with Solar Engine
    2 x 2 Jungle Swarms
    30 Temple guard, Full Command with Razor Standard

    Ancient Steg, Sharpened Horns
    Salamander Hunting Pack (had exactly this leftover points)

    Its a compact list, intended to be able to deal with small tough armies that i regularly face (WoC, Demons, Ogres), mostly by using the skink skirmishers to redirect 1-2 large threats whilest pushing the main battleline across the board and trying to create favourable matchups. I'll trial the high magic route, purely to see if having the skink priests positioned to use the direct damage and mm spells to best effect. Some armies depend very heavily on 1-2 magic items, and as a High Elf player, nothing is better than taking away your opponents crutch. Double wyssans works very nicely with the army also, providing both defence and attack you can spam onto the more important unit each phase and is hard to stop two of them. I'm thinking that i'll be switching an early high magic spell (probably unforging, walk between worlds or fiery convocation) with either a death spell, shadow spell or if i'm feeling lucky a life spell. Earth blood isn't a bad spell to add resilience to the temple guard.

    Cheers

    Jamie
     
  2. Stonecutter
    Terradon

    Stonecutter Member

    Messages:
    507
    Likes Received:
    4
    Trophy Points:
    18
    Looks like a fairly balanced list that should do well against just about anything. Here are a few tweaks to consider that may provide even more versatility:

    1) Magic - there are too many casters + a bound spell for the dice available and there is really no need for a 2nd scroll. I would recommend going with a single 2nd level scroll caddy.

    2) Jungle Swarms - given that the beastieboy has a solar engine instead of the ark of sotek, this choice seems a little risky since swarms get crushed easily. Still, if they can be tossed into a combat with the TG, it could pay off big time. Personally, I would drop them for chamos, terradons or rippers.

    3) War Machine hunters - there are none in the list. With the points freed up from dropping a wizard, you could field some chamos or terradons. This will help keep steggie alive long enough (hopefully) to get him into combat.
     

Share This Page