8th Ed. 2500 Lore of Beast

Discussion in 'Lizardmen Army Lists' started by drpieceofme, Sep 30, 2010.

  1. drpieceofme
    Skink

    drpieceofme New Member

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    Here is my tried and tested Lore of Beasts list. Even with the shortcomings of not being able to cast the big daddy, the Slann still has defense in way of Cogitation, the ability to make a unit extra killy, a large target and STANK crusher, and utility in making the scar-vets even more choppy and resilient. The gear setups push for synergy and they work out really well. The Sword of Striking may be the best weapon in this kind of list.

    This list excels were a Lore of Life would find trouble. Killing tougher targets and having killyness.


    Lord-

    Slann- Focus Mystery, Focused Rumination, Becalming Cogitation, Cupped Hands- (Lore of Beasts)


    Heroes- 546

    Scar-Vet- Piranha Blade, Enchanted Shield, Light Armour-

    Scar-Vet- Fencer's Blades, Dragonhelm, Light Armour-

    Scar-Vet- Burning Blade, Glittering Scales, Shield-

    Scar-Vet- Sword of Striking, Armour of Fortune, Shield-


    Core- 838

    23x Saurus Warriors FC-

    23x Saurus Warriors FC-

    22x Saurus Warriors FC-


    Special-

    10x Chameleon Skinks-


    Rare-

    1x Ancient Stegadon-

    1x Ancient Stegadon-


    Total: 2499

    Edited. Don't post unit costs, it is against copyright law. Besides, we all have the army book so we know how much everything costs. Thanks!
    The Hunted
     
  2. Xul
    Temple Guard

    Xul New Member

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    no salamanders? :jawdrop:
     
  3. n810
    Slann

    n810 First Spawning

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    Hmmm....

    First thoughts....

    No temple guard ???
    and
    wheres the extra scar vet going ?
     
  4. drpieceofme
    Skink

    drpieceofme New Member

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    Nope, no sallies. They can definately fit in the list, but in most LM armies their purpose is to widdle down ranks (possibly panic) so they arent steadfast by the time our blocks get to them. This army doesn't suffer from the same problem and should be able to break an opponents steadfast by combat round 2, possibly 1 with dice willing.

    The Scar-Vets all go in the Saurus Blocks so they will all be 6x4.

    The Templeguard are great, but they would only provide an anvil in this list, as the Scar-Vets will have more punch and can handle the large targets. Essentially only working for half their points. The Slann will go in any of the Saurus Blocks and will be a killer as well with LoB buffs. Of course this requires an element of risk with Winds of Magic and casting, but I also find most people think the Slann isn't a threat at all even when fully buffed up. Having your opponent dedicate maximum attacks to the slann isn't always bad when your T8 w/ a 4+ ward. This often leads to obscene combat wins in your favor. I find they never attack the Scar-Vets as well, for good reason.

    Also after practicing with this list, I find that you can easily take advantage of unit swapping the slann. Say you are in the left most Sauri block. You can easily move to the middle block, or possibly the far right block on the far right of it even. This is a good way to avoid Dweller and FT bombs and LoD Snipes.


    Then again, when you need 6's to fail any characteristic tests besides initiative, then you can put your focus amongst other things.

    You can drop a Saurus block, and both or 1 Stegadon and include TG, add more Saurus to the other 2 block (to meet the point minimum), and add some Sallies if you want, but I think you will find this list pretty effective with some practice, you will earn fairly good comp scores (nobody likes losing to character synergy though), and it will be a blast to play. You can also field all those Chakax models you have stashed away =)
     
  5. Xul
    Temple Guard

    Xul New Member

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    looks interesting. in any case, a step away from the standard life build armies.
     
  6. drpieceofme
    Skink

    drpieceofme New Member

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    Coming back with a report using this list. So far it has been very successful, but my Saurus blocks are much smaller at the end of the game than when I take Life or Light. Gets the blood pumping.

    Key points with this list:

    1. The Slann needs to go in the middle of your army moreso than in any other kind of build. On top of this, you need to make sure your Scar-Vets are on the inside of their units and physically within 12" of your Slann at all times. This doesn't sound very hard, but it does pose some limitations.

    2. The Stegadons work better in tandem or on their own, but with support from a Saurus Block. You can often out-attrition anybody.

    3. List is much more offensive and widdles your opponent down fast. Amber Spear often burns your opponents dispel dice or crushes any of their non-Bloodthirster monsters etc.

    4. Opponents seem to have more fun playing me with this list opposed to my Lore of Life list. About the same as Lore of Light.

    Potential Changes:

    I may drop a Saurus block for 16x TG FC w/ jaguar Standard and increase the other 2x blocks to 26 and give the Slann the Banner of Eternal Flame.
     

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