8th Ed. 2500 League

Discussion in 'Lizardmen Army Lists' started by MI_Tiger, Feb 14, 2011.

  1. MI_Tiger
    Temple Guard

    MI_Tiger Member

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    I am starting a 5-game Warhammer league and I welcome opinions and advice on my army list(s).

    League rules are that a minimum of 1500 points of each player's army is "fixed" and must remain the same for each game. The remaining 1000 points can be changed for each game depending on the opponent. There are some comp rules, but nothing that nerfs Lizardmen too badly - overall I think the comp rules strike a good balance of ensuring competitive games without ruining the fun. Some of the more significant comp rules are:

    * Max 12 PD may be used in a turn regardless of source (can limit the Slann, but not too severely)
    * Max 2 units with Thunderstomp (so no 3 Steg lists)
    * Limits on the number of warmachines (don't remember the numbers)
    * Max 50 models in a single unit (limits huge hordes)
    * Max 500 points for a unit, not counting characters (limits deathstars)
    * No duplicate rares unless the duplicate is under 100 points (sally units after the first can only have 1 salamander)


    My fixed list is below. I think it is fairly conservative and can work as a good starting point for all comers:

    Slann: Lore of Life
    Focus of Mystery, Focused Rumination, Becalming Cogitation
    Forbidden Rod
    BSB: Sun Standard of Chotec

    20 Temple Guard
    Full Command
    Banner of the Eternal Flame
    Ironcurse Icon

    24 Saurus Warriors
    Full Command
    HW & Shield

    24 Saurus Warriors
    Full Command
    Spears

    10 Skink Skirmishers


    My first game is tomorrow night against Warriors of Chaos. His fixed list includes a General and BSB geared for close combat, 2 units of 15 Chaos Warriors (1 with Mark of Slaanesh and the Razor Std, the other with Mark of Nurgle), and a 40-strong horde of Khorne Marauders with Great Weapons. Any advise on what I should take with my remaining 1000 points? Right now, my plan is to add this:

    1 Stegadon
    1 Skink Chief on Ancient Steg with War Spear
    2 Salamander Hunting Packs (2 units)
    10 Skink Skirmishers

    I figure the Saurus can hold up the Warriors for a turn or 2 while I position Stegadon charges. The salamanders and skinks are to whittle down the Marauders before they get to combat. I have no idea what he'll bring with his extra points, but I'm taking a gamble that he won't have a Hellcannon - if he does, the Stegs may turn out to be a bad idea.


    Any advise is appreciated.
     

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