8th Ed. 2500 Beast Cowboy List

Discussion in 'Lizardmen Army Lists' started by Ronisman, Aug 6, 2013.

  1. Ronisman
    Saurus

    Ronisman New Member

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    Lords:
    Slann
    lore of high magic
    loremaster
    2 bonus channeling dice
    channeling staff
    BSB

    Heroes:
    Scar Vet
    cold one
    light armor
    dragon helm
    dawnstone
    great weapon

    Scar Vet
    cold one
    armor of destiny
    great weapon

    Scar Vet
    shield
    glittering scales

    Skink Priest
    lore of beasts
    cube of darkness

    Skink Priest
    lore of beasts
    dispel scroll

    Core:
    Saurus x25
    standard bearer

    Skink Skirmishers x10

    Skinks x29
    3 kroxigor
    standard bearer

    Special:
    Bastilidon
    solar engine

    Temple Guard x23
    standard bearer

    Terradons x3


    Rare:
    Salamanders x3

    With the Slann's ability to switch spells this list can have 3 wildforms. With those buffs the two cowboys could be running around making 4 attacks at s8 and with t6, one with a 1+ rerollable and the other with 1+/4+. The third scar vet is in with the temple guard. This list gets 5 dice for channeling; 3 of which channel on a 5+. Also of course it has double dispel.

    Things I am unsure about:
    Whether to take a bastilidon. I'll be honest I just threw him in cuz he was new.

    Whether to take the third, non-mounted scar vet.

    Whether to include skrox. Again, to be honest I just put those in there cuz I have them painted lol.
     
  2. skillfull_dan
    Chameleon Skink

    skillfull_dan New Member

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    Slann can only share spells with other slann as I recall..

    priests dont have telepathic confudling so they cannot share spells with a slann.
     
  3. Phoenix89
    Skink

    Phoenix89 New Member

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    I believe that he means the Slann will be switching out one spell for the beasts signature spell, correct me if I'm wrong. The list itself looks good! I would definitely include the skrox, I used the same unit to great effect the other day murdering an entire unit of 10 empire knights on the charge followed by a unit of demigryphs :chicken:
     
  4. Ronisman
    Saurus

    Ronisman New Member

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    Correct the Slann would switch one of the unneeded high magic spells for the beasts signature.

    One thing I realized after writing this up though; predatory fighter on all those scar-vets means they won't be able to resist chasing a broken unit. That could potentially throw a monkey wrench into things, as it's rather impractical to have skinks within 6 inches of the cowboys much of the time.
     
  5. Reddogfish
    Saurus

    Reddogfish New Member

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    Why not try an entire front rank of vets....

    if you drop the armour of destiny and the other special items on the vets you might be about to get a fourth vet and put them all on cold ones...

    then you can take a cold one unit instead of basti who would get left behind...

    take 6 or more cold ones with only a muso or champ or whatever... so you have all the vets at the front.

    Charging into the front of a WoC warrior unit you will have equal WS so they will hit on 4s and wound on 5s and you will prob get 3+ save on each of them...

    In return you will have 10S4 attacks WS3, 2 or 3 WS4 S5 attacks with PF and then 16 WS5 S7 attacks.

    Sorry... you will also get another 5 A from the rear rank at S5 with PF...

    Cast a wild form and these guys will eat through anything for little in return.

    Sorry... just thought it would be a cool idea.
     
  6. mixer86
    Kroxigor

    mixer86 New Member

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    Nice list.

    Only thing jumping out at me is get a musician in that skrox unit.

    Yours Aye
     
  7. skillfull_dan
    Chameleon Skink

    skillfull_dan New Member

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    Sorry, I misunderstood.

    As far as whether or not to take skrox, they may be worth taking if you can get a wildform on them. S8 T5 kroxigors are frightening.
     
  8. datalink7
    Skink

    datalink7 New Member

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    I've been musing what to do about a Slann in Templeguard in the case of miscasts now that you can no longer ignore them on a 2+ (throne of vines excluded). Might be worth it to throw the MR3 bauble in there so that they get a 4+ ward and don't instantly die to a miscast explosion?

    Edit: Nevermind. I just read over the FAQ. The Miscast doesn't count as part of the spell. This makes Magic Resistance even more useless. Why GW, why?
     

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