8th Ed. 2500 Cowboys

Discussion in 'Lizardmen Army Lists' started by Asamu, Feb 12, 2014.

  1. Asamu
    Temple Guard

    Asamu Well-Known Member

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    Been playing more standard lists, and felt like putting something different out there.
    As good as the Slann is, I always found it hard to justify his points, when I could just throw more bodies or saurus heroes on the table. The biggest reason for the Slann is the leadership, but ld 8 cold blooded is almost equal to leadership 10.

    Lords:
    Saurus Oldblood
    Great weapon, Cold one, Armour of Destiny, obsidian Trinket, Egg of Quango

    Saurus Oldblood
    Great weapon, Cold one, stegadon helm, talisman of preservation (4+), OTS

    Heroes:
    Scar vet
    LA, Cold one, sword of might, charmed shield, dawnstone

    Scar vet
    Great weapon, LA, cold one, dragonhelm, talisman of endurance

    Scar vet (bsb)
    BSB, Great weapon, LA, cold one, armour of fortune, dragonbane gem

    Skink priest
    lvl 2, dispel scroll, ruby ring Beasts

    Core:
    4x10 skink cohorts with mus

    37 skink cohort
    mus, standard

    4x10 skink skirmishers with Javelins+shields

    Special:
    10 Cold one Riders
    full command

    1x Bastiladon
    Solar Engine

    2x5 chameleon skinks

    Not sure on how competitive it would be, but 5 saurus characters will do work, and with that many skinks you will usually be able to pick your fights.
    The cold ones are there more as a bunker in case of cannons/super spells that drop templates than anything else. Most of the time the characters would not all want to be in that unit, favoring the mobility of individual models to set up engagements on multiple facings of a single enemy unit to prevent reforms.
     
  2. Zwuppie
    Razordon

    Zwuppie Member

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    Hmm i think you focus to much on your cowboys! Ye they are good but you will break when fighting huge blocks of skaven slaves and other hordes! Because you have to less body and you can't make them run!
     
  3. Asamu
    Temple Guard

    Asamu Well-Known Member

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    Probably. Just thought it would be a fun list to try. Also, if you get 3 or 4 cowboys in on 1 unit, you aren't losing combat unless they have an even stronger character, or the unit is something like execs and your cowboys are in the front.
    Skaven slaves wouldn't be the issue in that match up. the shooting would be warp lightning cannons, jezzails (if they are running them), and doom wheels will all be dangerous for the cowboys. you would bunker them in with the cold one riders and grind out slave units in 1-2 rounds; or charge them in alongside the larger skink blocks to get some ranks.

    You could swap the skink priest and one of the old bloods for a cheap slann BSB with just a scroll and soul of stone, or something, then take temple guard instead of the bastiladon, cold one riders, and a skink unit, or drop some skinks and the bastiladon to take a block of 30 or so saurus in core.
     
  4. lizard_sNow
    Cold One

    lizard_sNow Member

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    That many PF attacks and you might think about investing into a troglodon... then maybe even changing your core to saurus. That way you could also add the characters to the saurus if needed and total power your trog's roar. That would be pretty hard hitting.
     
  5. Asamu
    Temple Guard

    Asamu Well-Known Member

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    Trogs are vulnerable to cannons, and a vulnerability to cannons is something I avoid on principle, hence why I don't run stegs.

    And skinks are for movement/deployment control and killing anything that doesn't have a good save (the characters can do that).
    Saurus blocks need to be relatively large to be effective, and this list is built around getting across the board quickly and picking your fights.
     
  6. lizard_sNow
    Cold One

    lizard_sNow Member

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    I hear you on the trog :beaver: .

    One reason I suggested saurus is because you need some nice anvils for your cowboy hammers to land on. The skinks are ok but the unit sizes you have them in are small. If you still want to use your skinks I would combine some units for better anvils. Also your bastilodon is M4 so if you want a faster army maybe some rippers or a stegadon instead? But, again, that's just what I would do.
     
  7. Asamu
    Temple Guard

    Asamu Well-Known Member

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    I actually had thought about the skinks thing, and split one of the small skink units into another 10, and added the remaining 11 skinks + 4 from the command, to the other unit.
    As for the Bastiladon, it's more so that I have something extra to do with dice, especially early in the game; it can be used to clear out chaff or soften up larger units.

    As for rippers; a bit too hard to control for my tastes, and they are a bit weak for the points imo. They might do some damage, particularly to warmachines and chaff, but I would rather have the saurus cav and more skinks for movement control. It's going to be hard for any army to clear out 10 units of skinks that are running around, and the cold one riders and cowboys will be able to use that to get favorable charges.
    As for stegadons, I would consider it, but I would need to drop either the saurus cav, or some of the chaff and the bastiladon, which I don't want to do for a number of reasons; namely the boundspell on the bastiladon and the movement/deployment control from the chaff.
     

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