8th Ed. 2500 I just want to kill everything!

Discussion in 'Lizardmen Army Lists' started by Scalenube, Dec 1, 2014.

  1. Scalenube
    Jungle Swarm

    Scalenube New Member

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    Slann - BSB, Channelling staff, Standard of discipline,
    Harmonic convergence, Becalming cogitation, and Lore of life

    Skink Priest- Lvl2 wizard, Dispel Scroll, Ancient Stegadon(EOG), Lore of Beasts

    Skink Priest- LVL 2 wizard, Lore of Beasts

    Saurus Warriors- 40- Spears, Spawn Leader, Musichian, Standard Bearer

    Skink Skirmishers- 10- Javelins, shields

    Skink Skirmishers- 10- Javelins, shields

    Skink Skirmishers- 10- Javelines, shields

    Temple Guards- 25(might drop to 20)- Revered Guardian, Musician, Standard Bearer,
    Banner of eternal flame

    Bastiladon- solar engine

    Ripperdactyl Riders- 4- Ripperdactyl Brave

    Salamander hunting pack(3 handlers)

    (mods)Chameleon Skinks- 8- Stalker

    comes out to 2499


    any feedback will be nice... I dont have all the models yet but I do have most of them so some are set in stone...
     
  2. slannsupreme
    Jungle Swarm

    slannsupreme New Member

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    The engine of the gods is a bit of a point sink and for its points doesnt do enough. 6+ ward isnt as worth it, and trying to stay in that bubble really limits your manouverability. i assume that the lvl 2 skink priests are for wyssans but when reliably you have to throw 2 to 3 dice at it that pulls too many dice from the more important buffs from ur life slann when you are tryin to cast multiple wyssans. eotg is also usually an easy snipe for most armies by magic or shooting. bastiladons are also imho not worth it because of an unreliabe bound spell and weak stats as a monster. salamanders are always good and sharpened horns for d3 wounds on the impact hits for stegadons are almost a must have.

    i would suggest splitting the big saurus block in to two smaller blocks of 20-25 to provide for versatility with manouver because for a core option still provide plenty of hitting power against the lower than elite troops they excel at fighting.

    when bringing stegs sharpened horns are amazing for turning things with multiple wounds into red mist on impact. the devastating charge upgrade is solid but usually not needed unless u have the spare 10 points. also even though the are expensive i would suggest trying to bring them in 2s.

    salamanders also should be brought in twos but fight ancient stegadons for your allotment of points to spend in rare.

    ripperdactyls are excellent warmachine hunters but also are better in 2 small groups.

    another thing you should try is the scarvet on a coldone with probs a great weapon light armor and maybe some type of magic item to boost his survivability like a tricksters helm or armor of destiny. he will give a saurus block quite a bit more hitting power.

    temple guard unit is a solid size trying to keep them in that 20 - 30 range is always good and having the option of regen on the wizards unit in the signature spell is always good for such an elite force. lore of life support is always great and dont forget bout that lore attribute for your multi wound units.
     
  3. Scalenube
    Jungle Swarm

    Scalenube New Member

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    "bastiladons are also imho not worth it because of an unreliable bound spell and weak stats as a monster."

    I'm going to have to say no on that.. Ive been using it in 1k games its it is really good.. you only have 1 in 6 of the bound spell being "meh", a roll of 2-5 is !@#$ hot and if you roll a 6 then you just made someone really unhappy.. that being said its best use is forcing the other side of the table to dispell, letting the big frog then do his loving with nothing to stop him other then bad rolls or eating a hot shot of love to the face and if yo udo roll that 6.. getting the 2D6 S6 hits.....also it does have that 2+ scaly.. grated its only T5.. but it still has lived to the end of each game.


    can drop the EOG and rock a giant blowpipe and sharpened horns on an ancient steg and I will still have some poits to get a scar vet w/ light armor, shield and maybe sword of strife... if i can I would love to rock Gor-Rok.. if only hes had more then 2 wounds :(
     
  4. GreenMachine
    Skink

    GreenMachine Member

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    ^ This. I love my Bastiladon. Throwing one power die usually doesn't break your magic phase, but you'll really see your opponent struggle if they want to spend a dispel on it. Especially if all they have is a level four, as they'll get broken concentration on a 1, or a 2. The Beam itself can be awesome and really put a hurt on something (I mean a +2 guarantees AT LEAST d6 str 4 hits which is as good as the ruby ring)

    Besides all of that the Bastiladon is excellent as tarpitting a tarpit unit. Skaven slaves? Go bastiladon, I choose you! At the end of the day it's only 150pts.

    I might, if I were you, switch the banners. Give the eternal flame to the slann and the standard of discipline to the temple guard. I've had a few games where a Daemon Prince has the dragonbane gem and just dives headfirst into my flaming hammer unit and just laughs. This way you can move the slann out of the unit to prevent things like that.
     

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