8th Ed. 2500 Lizardmen

Discussion in 'Lizardmen Army Lists' started by shetter678, Apr 4, 2012.

  1. shetter678
    Skink

    shetter678 New Member

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    2500 Pts - Lizardmen Roster

    Slann Mage-Priest (1#, 440 pts)
    1 Slann Mage-Priest (Battle Standard Bearer), 440 pts (General; Battle Standard Bearer)
    1 Cube of Darkness
    1 Focus of Mystery
    1 The Becalming Cogitation
    1 The Focused Rumination
    1 Lifebloom
    1 0. Earth Blood
    1 1. Awakening of the Wood
    1 2. Flesh to Stone
    1 3. Throne of Vines
    1 4. Shield of Thorns
    1 5. Regrowth
    1 6. The Dweller's Below

    Skink Priest (1#, 125 pts)
    1 Skink Priest, 125 pts (Level 2 Upgrade; Hand Weapon; Aquatic)
    1 Dispel Scroll

    Skinks (18#, 190 pts)
    16 Skinks, 190 pts (Hand Weapon; Javelin & Shield; Aquatic)
    2 Kroxigor (Always Strikes Last; Great Weapon; Aquatic; Causes Fear; Scaly Skin; Stomp)

    Skinks (18#, 190 pts)
    16 Skinks, 190 pts (Hand Weapon; Javelin & Shield; Aquatic)
    2 Kroxigor (Always Strikes Last; Great Weapon; Aquatic; Causes Fear; Scaly Skin; Stomp)

    Saurus Warriors (15#, 180 pts)
    15 Saurus Warriors, 180 pts (Hand Weapon; Spear; Shield; Scaly Skin)

    Saurus Warriors (25#, 300 pts)
    25 Saurus Warriors, 300 pts (Hand Weapon; Spear; Shield; Scaly Skin)

    Temple Guard (46#, 804 pts)
    45 ~[(^One or more selected options present a potential usage conflict]×~[(#]Temple Guard, 804 pts (Standard Bearer Std; Hand Weapon; Halberd; Light Armour; Shield; Scaly Skin)
    1 Revered Guardian (Hand Weapon; Halberd; Light Armour; Shield)
    1 Sun Standard of Chotec

    Skink Skirmishers (10#, 80 pts)
    10 Skink Skirmishers, 80 pts (Hand Weapon; Javelin & Shield; Aquatic; Skirmishers)

    Skink Skirmishers (10#, 80 pts)
    10 Skink Skirmishers, 80 pts (Hand Weapon; Javelin & Shield; Aquatic; Skirmishers)

    Skinks (11#, 105 pts)
    10 Skinks, 105 pts (Hand Weapon; Javelin & Shield; Aquatic)
    1 Kroxigor (Always Strikes Last; Great Weapon; Aquatic; Causes Fear; Scaly Skin; Stomp)

    Validation Report:
    Edition: 8th Edition; Game Type: Normal Game; Army Subtype: Lizardmen Army
    Roster satisfies all enforced validation rules

    Composition Report:
    Points of Lords: 440 (0 - 625)
    Points of Heroes: 125 (0 - 625)
    Points of Core: 1125 (625 - Unlimited)
    Points of Special: 804 (0 - 1250)
    Points of Rare: 0 (0 - 625)

    Total Roster Cost: 2494

    Created with Army Builder® - Try it for free at http://www.wolflair.com
     
  2. shetter678
    Skink

    shetter678 New Member

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    I did not take EoTG because I do not feel that it is worth it to take that. I think that it would just get picked off by artillery and do not think all the benefits are worth it. What do you guys think? Do you like EoTG?

    I need some help.
     
  3. Arli
    Skink Priest

    Arli Moderator Staff Member

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    I would only change a few things. I would make sure that I take at least 2 units of salamanders. If it were me, it would be 2 units of 2. There is no need for extra handlers if there are 2 sallies in a unit (the unit shares the handlers so you have 6). I would also take a couple of units of chameleons or a combination of chameleons and terradons to hunt war machines.

    To get the points to make those changes, I would drop the core % down as far as I could probably. The reason would be that with a unit of 45 TG, that is going to be your anvil. I would probably support that with one unit of 30-35 Saurus. I would also take a scar-vet to cushion my slann from challenges.

    The EOTG is good, but if you are expecting cannons of any kind, you should be careful with it. That said, you can still take it, but the risk is increased. If you get the first turn, you can use the 5+ ward bubble for the EOTG vs shooting. You can also move your chameleons or terradons into a position to shoot any war machines that are threateining you. If you do not get the first turn, that changes things a little. You still may come out ok, but it makes it harder.
     
  4. shetter678
    Skink

    shetter678 New Member

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    ok sounds good, does anyone else have some feedback? What do you think about my army? I need feedback because I am doing a little friendly tournament.

    Thank you
     
  5. shetter678
    Skink

    shetter678 New Member

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    what makes chameleon skinks so much better than skink skirmishers?
     
  6. Arli
    Skink Priest

    Arli Moderator Staff Member

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    The scouting ability paired with their ballistics skill of 4 (hitting on 3s) allows chameleons to march and still shoot at long range without losing the poison on their attacks. They are much better at shooting than skirmishers and you can usually take shots at war machines in the first turn.
     
  7. shetter678
    Skink

    shetter678 New Member

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    so with camo skinks i can set up 12 inches out and march 12 inches and shoot 12 inches and still get my poisened attacks? Would that allow me to take multi shot as well or would multi shot put me over the limit?
     
  8. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    Yep, you'd still get multishot. Though odds are that you will be within 6" of your target by then, so you'd still be hitting on 5+ even with double shots.
     
  9. shetter678
    Skink

    shetter678 New Member

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    I can see how the camo skinks are much better now. What is the reccomended unit size for them? i was thinking about taking two units of five.
     
  10. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    I usually run units of 6, but 5 is good too. Some people like to go 8. More shots is always better.

    As for your army, I have a few thoughts:

    I think you would benefit greatly from shaving some Temple Guard off of that unit. I don't think anyone will ever be able to kill that many of them and you might find the unit hard to maneuver. I always run them in a unit of 20 with my Slann, and I've never lost all of them yet. And since you are running Life, you probably will still have all of them at the end of the game unless something goes horribly wrong.

    Use the extra points to buy the extra saurus or Scar-Vet that Arli mentioned. Since you are using spears, you want to at least have 4 ranks of saurus so you can be assured to get the extra row of attacks by the time you get into combat. Odds are you will lose 6 or so to shooting before they can start to earn their keep. That means a unit of 15 would not benefit from spears.

    On the other hand, a unit of 45 TG would kill everything, lol.
     
  11. shetter678
    Skink

    shetter678 New Member

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    ok i dropped down to 40temple guard, added a scar vet. and added 2 groups of 2 salamanders. Took out the skink skirmishers and added 2 groups of 5 camo skinks. What do you guys think about that?
     

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