8th Ed. 2500 Meta Tournament List - Sacred Host of Xlanax Lot

Discussion in 'Lizardmen Army Lists' started by Xlanax_lot, Oct 18, 2013.

  1. Xlanax_lot
    Troglodon

    Xlanax_lot Well-Known Member

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    Ok guys, after much playtesting and analysis of the army and of some of the math behind it, I have been able to put a list that I belive is really competitive, and that acording to the latest "Swedish Comp System" for tornaments rates in the category "0-7 A powerful Army". Next I am going to also explain how I think this list should be played.

    The Sacred Host of Xlanax Lot - 2499 pts

    Lords
    Slann: Xlanax Lot
    -Forbidden Road, focus of Mystery
    OldBlood: Qua'Botl
    -Coldone, armor of destiny, great weapon, down stone

    Heroes
    Gor'Rok
    Scar Veteran:
    -BSB, crown of command, light armor, enchanted Shield
    Skink Priest: (BEASTS) dispel Scroll
    Skink Priest: (BEASTS) cube of darkness

    Core
    Saurius Warriors (23): standard, musician, champion
    Saurius Warriors (20): standard, musician, champion
    Skink skirmishers (12)
    Skink skirmishers (10)

    Special
    Riperdactils (4)
    Coldones (5): standard
    Chameleon skinks

    Rare
    Ancient Stegadon: Sharpened Horns
    Salamander Hunting Pack



    Well what do you think?
     
  2. Xlanax_lot
    Troglodon

    Xlanax_lot Well-Known Member

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    2500 Meta Tournament List - Any feedback? Anybody?

    I think this army should be played like I explain below, however I would really like to get some feedback.

    Lets start with the army deployment.

    1. The block of 23 saurius will be acompanied by gor'rok and one skink making it stuburn, also it will be set up in 4 lines of 6 this is because in most cases it will allow you to have more miniatures atack than your oponent ( unless you are going agains a horde)
    2. The block of 20 saurius is hoing to be acompanied by the bsb making it stuburn as well. Formation is 5x4

    Now your centerline is stuburn, this two units are going to be set up in the center of your army and close toghether.


    3 The slan is going to go behind this line in the large unit of skinks, keeping always a distance of 8 in between the slan an gor roks unit so that if anithing thretens from behind the skinks can redirect and the slan go into the unit.
    4. The stegadon and the riperdactils will protect one flank
    5. The saurius cav with the salamander and the other skinks the other one.
    6 chamelions will remove chaff of warmachine hunting.
    7 scarbet is placed in front of the big monster, or general, he is your assassin make sute to protect him against the cannons

    Next come movement:
    2 key aspects about movement of this army
    1. Ripperdactils: this is an awesome unit but you have to know how to use it, their strength is the consentration of attacs that they have in such a short frontage, so if you trow them straigt into a horde you are loosing that strength and they will be useless, therefore you should run them in lines of two wide, and allways atack on the flank( yo ensure this, dont deploy them directly infront of the unit that has toad rage, instead move them further to the side and neer the bsb ), best targets are high armored cavalry.
    2. Skink priest they should always be protected and always trying to increase the range of the slann, this is a very bug plus on the magic phase make sure to take advantage of this

    Magic phase:
    2 scrolls should give you the chance to eliminate the two more inportant magic phases of your oponent, (probably phase 3 and 4) also the forviden road will give ypu dominance over one of your phases, use it when your winds of magic roll is low (2-5) or when the ratio is not favorable

    Try to cast walk between worlds on the first turn and move either the oldblood or the stegadon up us much and change it for a spell from deth magic, deth magic is important because it will help you kill characters easy for your leadership 9 as well as give you more power dice.

    Finaly if you see a flying monster on the table use the signature spell instead and than change that one if you kill the monster only, (not many monsters can survive 4d6 s4 hits)
     

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