8th Ed. 2500 list been using

Discussion in 'Lizardmen Army Lists' started by Ferocious, Nov 4, 2012.

  1. Ferocious
    Temple Guard

    Ferocious New Member

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    been using this list in 10games now, and never lost, or never drawed =)
    ajgainst: VC, ogres, ong, dark elves,

    Slann:
    bsb, general; light
    rumination
    cogitation
    mystery
    cupped hands
    jstandard of discipline

    Skink priest
    level 2
    scroll
    othertricksters shard
    EOTG

    Scar vet;
    LA, shield
    burning blade of chotec
    potion of str
    dragon helm

    2x10 skirmishers blow pipe
    2x10 skirmishers javalin shield
    30 saurus, handweapon shield, standard, musician

    20 temple guard:
    full command
    jaguar standard
    cursed plaque of tepok

    2x7 chameleons
    2x1 sallie with snacK
    3 terradons

    let me know what u think guys =)
     
  2. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    If you've won 10 games in a row, you don't really need our input do you. :smug:

    20 Temple Guard seems a little light to me. With two Chamo Skinks and a pack of Terradons, four units of Skink skirmishers seems excessive to me. But I don't have your win record so if it works for you go for it.
     
  3. Ferocious
    Temple Guard

    Ferocious New Member

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    the skinks are used to screen my army, and charge redirections, nothing more, terradons could be swapped in some more TG, , chamo skinks are allways game winners :d
     
  4. Asamu
    Temple Guard

    Asamu Well-Known Member

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    This army is going to struggle against heavily combat oriented armies that aren't vulnerable to shooting, armies that can shoot the blocks or the engine down early, Empire, Brettonia, Skaven, or Daemons with the sundering banner (Lore of Light miscasts on double 1s, 2s, 3s, and 6s, but only IF on double 6s), and armies that don't rely on their magic.

    In other words, you are going to have trouble with a bit over half of the daemon armies you could face, WoC, Ogres running Mournfang and/or double Ironblasters with a large Irongut bus(typical in competitive play), Brets, other Lizards with bigger or more combat blocks, Dwarfs, Empire, and Chaos Dwarfs. OnG with a large unit of Savage Orcs, trolls, and mass impact hit/random movement chaff (pump wagons/wolf chariots) will also cause problems.

    By the way, the Curse-Charm of Tepok doesn't work with Cupped Hands, because, according to the FAQ, you roll the miscast before rolling to pass it over to the enemy. (Not trying to ruin anything, just clarifying this in case you didn't know. Throne of Vines is the same, even though no one takes the miscast.)
    "Q. When using Cupped Hands of the Old Ones, do you hand
    over the miscast before or after determining the result of the Miscast
    table? (p102)
    A. After."

    http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1610148a_FAQ_Lizardmen_V1_4.pdf
     
  5. Ferocious
    Temple Guard

    Ferocious New Member

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    lore of light does work wonders against combat armys :) no units like charing WS 10 IN 10 Tg =)
    and getting a full buff with phas protection helps even better :)

    i think u lack intrest and experience with lore of light
     

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