Hiya, just a list for a tournament im entering. played a fair bit with variations of it. I dont really have great deal of fun playing with it, but a tourney is a tourney. and my all skink list lead by Tehenhauin might not be able to cut it . 2500 Pts - Lizardmen Roster Slaan Mage-Priest (1#, 490 pts) - Xerx-xill, Leader of the south lands expeditionary force. 1 Slann Mage-Priest (Battle Standard Bearer) @ 490 pts (General; Battle Standard Bearer) 1 Cupped Hands of the Old Ones 1 Obsidian Trinket 1 Bane Head 1 Standard of Discipline 1 Focus of Mystery 1 The Becalming Cogitation 1 The Focused Rumination Fairly normal slann, takes life and give my units the tools to be unkillable, drops dwellers in mage bunkers if i have the dice and makes the core of my army virtually unbreakable. Has the MR 1 item so if I'm facing a death mage i can ignore his sniper spells with the 3+ ward. this leaves me with more dice for the possible purple sun (usually 1 casting of this spell will win the game for my opponent, worth investing against it.) Skink Priest (1#, 110 pts) - Rixitotal (thats me ) 1 Skink Priest @ 110 pts (Hand Weapon; Aquatic) 1 Cube of Darkness 1 Ironcurse Icon Tags along with the TG so they benefit from the 6+ ward, scroll caddy. Skink Priest (1#, 90 pts) - Chuq-Qu-Tli (Literally dispel scroll caddy in saurisian) 1 Skink Priest @ 90 pts (Hand Weapon; Aquatic) 1 Dispel Scroll Unashamed scroll caddy, between the 2 priests and becalming i have very strong magic defense, unless power scroll comes in to play (but its banned in the tourneys i attend) Saurus Warriors (24#, 306 pts) 24 Saurus Warriors @ 306 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Spear; Shield; Scaly Skin) Gets in the enemies face. Saurus Warriors (24#, 282 pts) 24 Saurus Warriors @ 282 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Shield; Scaly Skin) Just in case he has a spare face. Skink Skirmishers (10#, 70 pts) 10 Skink Skirmishers @ 70 pts (Hand Weapon; Blowpipe; Aquatic; Skirmishers) For weakening monsters and chariots, sacrificial unit in a pinch. Possibly redirect opponents supporting charges. Temple Guard (20#, 351 pts) 20 Temple Guard @ 351 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Halberd; Light Armour; Shield; Scaly Skin) 1 Banner of Eternal Flame Is supported by saurus units and steg, main usage is not to die. Also takes down hell pits after skinks have weakend it. Also benefits from slann's MR against zeench spam armies. Chameleon Skinks (8#, 96 pts) 8 Chameleon Skinks @ 96 pts (Hand Weapon; Blowpipe; Aquatic; Scouts; Skirmishers) Chameleon Skinks (8#, 96 pts) 8 Chameleon Skinks @ 96 pts (Hand Weapon; Blowpipe; Aquatic; Scouts; Skirmishers) Kill War machines, lone chars, weapon teams ect, hopefully causing panic in out-lying troops. Threaten from turn 1. Stegadon (6#, 235 pts) 1 Stegadon @ 235 pts (Giant Bow; Causes Terror; Immune to Psychology; Large Target; Scaly Skin; Stubborn) 5 Skink Crew (Hand Weapon; Javelin; Aquatic; Skirmishers) Blocks any unit i feel is a threat. Assist saurus against any none hordes. Salamander (8#, 150 pts) 2 Salamander Hunting Pack @ 150 pts (Aquatic; Causes Fear; Scaly Skin; Skirmishers) 6 Skink Handlers (Hand Weapon; Aquatic; Skirmishers) Salamander (12#, 225 pts) 3 Salamander Hunting Pack @ 225 pts (Aquatic; Causes Fear; Scaly Skin; Skirmishers) 9 Skink Handlers (Hand Weapon; Aquatic; Skirmishers) Any nasty elites that would munch my saurus and TG get fried. also mow down hordes in to manageable chunks. Total Roster Cost: 2500 Basicly works around denial, they have to get points from somewhere and the only places to get it are as hard as possible. Any really nasty hordes of chosen, WL or grave gaurd that would destroy my TG get fried by the sallys. camo skinks start killing WM on turn 1. I foresee a problem with steam tanks, but who doesn't. possibly feed it the steg and hope i can buff it up so it holds it for the game. the fact that i can easily deal with halberder hordes and can dent his warmachines from turn 1 should make up for this. Im am aware its not a very sporting list, but we usually play pretty hard in our tourneys so will certainly be going up against lots of the nasty new lists everyone is talking about. Any thoughts would be appreciated. thanks . Rixi PS, i want to use a cool smiley
Cant remember 'Ard Boyz comps, was it uncomped? To the list Slann: I wouldnt change, looks good to me. Shamans: are you sure you really need 2 scrolls? I have now played 2 games with my 2,4k tournament list with zero scrolls, and in none of the games I wouldnt really needed one (games were vs. Vamps and Helfs) , so I would propably drop scroll priest, take 2nd level for your other priest if you want to use more than 1 spell from heavens Core: Nothing to change Temple Guard: I would personally take the +1M banner over Flaming Attacks. you can sidestep/move backwards 3", since you wont really make a lot moves with your real stuff (stegas and saurii), unless you are facing gunline. Camos: Nothing to change Stega: How does lone Stega work for you? Salamanders: With those 65pts left (from shaman) you could take extra handlers, and with 45pts left after that you could Upgrade your Stega into ancient one
List looks solid! I will shed some light with my own experiences. I agree with the above just take the priest with cube of darkness thingy you should not need the other and it frees up points for a extra salalander!!! Stegadon - well im personally on the 'They dont work in 8th' wagon and would rather take 3 Krox and then maybe anoter unit of 10 skinks and have them do the same duties as the other unit you have. Please never underestimate the Hell Pit. If the opponent has no Screaming Bell buff to T8 and your away but if he does just stick to the T6 as they can have a ability that make every model on the board thats T7 or more take d3 or 3 wounds (Cant remember of the top of my head). Apart from that you should be ok your core is solid and your going to give any opponent you face a headache
Yeah, vs skaven first cast +2T spell, then miscast ignorance, just to make sure your TG wont die in 11sh roll on bell (if someone is fool enough to take bell in current tournament scene) IMO Stegas still work, Kroxs are new for me, Could you tell me what makes Kroxies better than what they were in 7th ed? In my eyes they are just expensive Saurus warriors
The reason for the 2 scrolls is when ure playing an ''all eggs in 1 basket'' style with the over 1000 vp unit. u really cant ever have enough magic defense. dwellers and purp sun both wreck my army. so its nice to have that bit of insurance. also when u scroll a spell early in the magic phase it usually leaves you with more dispell dice than powerdice for the rest of that phase so u can really dominate magic all game. also if u redress the dice balance early and you opponent wants to cast spells its harder for him to have some left for dispelling my remains in play spells. meaning i dont have to re cast throne and giving me more casting dice. Also i really dont care about teh priests casting, i like heavens but the slann can use most of the dice every phase. and i only intend to take the sig spell anyway for possible panic from sallys being at -1LD. i could get another sally but 5 seems to be working fine, and i cant upgrade to an ancient anyway due to rare points cap. I still think stegs are amazing, stubborn cold blooded LD 10 just ram it in to a unit and let them try and break through 5 T6 wounds that he is regening in my magic phase. also with a flank charge ure getting an average of 7-8 extra combat res just from the charge and auto hits, enough to swing most combats. i would take 2 if i could but no points. think of them as tanks as opposed to cruse missiles. also the auto hits are crucial, its all to easy to fluff your kroxes 4+ to hits and leave then high and dry, stegs guarantee kills. played today against beastmen, massacre for me with only the skinks skirmishers dying to a 17 inch chariot charge. Camo skinks did amazing, killing 2 chariots, a unit of hounds and plenty of ungors. everything did what you would expect, steg did great killing a wounded Gorbull BSB on the charge and turning a combat res win in to double 1s for my opponent. A nasty tactic i have found works really well for preserving units is to if you opponent get within 10ish of you don't charge just march up and position yourself so when he charges he will only clip you with half of his unit or less. as TG dont run away and they achally have to kill them the less model fighting the better as far as you staying alive is concerned. this is only really worth it agsint really nasty units like minotaurs, 3+ ward chosen, white lion hordes ect. units that would otherwise mince the TG in a turn or 2 without buffs. oh and yea that roll of 11 on the screaming bell is so funny. id almost be tempted to buff the unit to T 8 just for the comedy of every TG taking D3 wounds LOL. thanks for the input guys, im taking it on board. the +1 M banner in very tempting spesh for the tactic i mentioned above. think im gunna stick with the extra scroll and steg for the meanwhile, both have worked really well, and the only krox i have are the horrible 6th edition ones, and i have a beautiful converted steg id hate to leave at home. thanks Rixi
I have seen this happen last tournament at my shop. When it happened everyone just paused, as if trying to figure out what just happened.
Ah, sorry, crossed lingo. I live in thailand and we we host our own copy of 'ard boys tourney (at 2500), its also a term we use to describe an unrestricted tourney army. sorry for any confusion. im playing another game tmoz ill let you know how it gets on. thanks. Rixi