Hey all, Here is what i am planning on using as my base 2500 Point Army for 8th Ed lizzies. I would love to hear any advice or suggestions on it and I will try to give updates on how things have played out as I win games . Still unsure just how they will deploy. Slann Mage-Priest, BSB, Cupped hands, Plaque of Protection, the focused rumination. Lore of Life Slann's roll will be magical domination and extending his Inspiring presence 18' should help keep my ranks solid. I've not used the lore of life but some of the augment spells seem like they can be quite potent. Im still unsure if he is equipped properly or if there are some better options out there but I will give this a try. He will obviously be sitting in the Temple Guard Unit and will most likely be positioned in the centre of my deployment zone. lv 2 Skink Priest on EOTG w/Dispell Scroll I\ve never used EOTG before, so i am unsure how to deploy him, likely I would place him near the centre of the deployment zone, possibly next to Temple Guard so that the Stegadon can charge into the flank of anything that gets into combat with the TG. As far as EOTG abilities I am unsure the best way to use them so that will be a learning experience. Skink will hopefully get some decent magic missle spells to help weaken enemy lines. Saurus Scar-Veteran w/LA, GW and Shielf of the mirrored Pool This Vet will be in one of the Saurus Units most likely although he could potentially add more firepower to the TG if I thought it needed it. Unsure about equipment for him, but figured this shield wasnt too bad as it potentially would block any magic missles targeting the unit hes within. (Does this work if hes in Temple Guard and folks target Slann Mage?) Saurus Warriors x 20 w/ fc These are likely going to be on each side of the Temple Guard, if I can get them against most armies Core units I would be happy. Saurus Warriors x 20 w/ fc Same as above for the most part, I've gone with two hand weapon and shield saurus units because im not sure that the spears actually help out or add much. Skink Skirmishers x 12 In 7th Ed I used these guys as scouts, I dont see that option anymore, so they will likely start the game in front of my lines and surge forward and just attempt to redirect charges, and pump units full of poison. Skink Skirmishers x 12 Same as above Chameleon Skinks x 6 I use these to take out War Machines, March Block, take out lone mages etc. Temple Guard x 26 FC Anchoring my army and protecting my Slann, will try to buff them while in combat and target opposing enemies elites. Might be able to drop the size of unit but will see how things go to start. Kroxigor x 3 I used to use these guys as flankers into anything that touched my TG, I would use the skink screen method. Now I am unsure if I should use the Skroks unit or just keep 3 Kroxs on their own and place them beside one of my Infantry blocks to support them. Salamander x 2 with 8 handlers I generally would put these on flanks and remove anything the enemy was using to rush up my flanks (Fast Cavalry, Flyers, etc.) but with the new rules for them I am actually needing to figure out how to use them, as it used to be a simply measure distance to target and roll arty dice if your within range. Now I am seeing its more like a guess weapon so its less accurate now.
Several things jump out at me: -Drop the plaque from the slann. The whole purpose of the temple guard unit is so you do not have to take defensive items on your slann. Drop this item and pick up an extra discipline, either loremaster or becalming cogitation. Also the slann is not a large target so he only gives a 12" leadership bubble, not 18". -Along the same vein, you really don't need 26 temple guard bunkering a life slann. With regeneration and regrowth, your temple guard will be fine at 20 or even 16 models. Save some points. -Drop the shield of mirrored pool from the scar vet. Magic missiles are the least of your worries as a lizardmen player. I actually would rather my opponent cast magic missiles because then I wouldn't have to worry about shadow hexes and initiative testing unit killers (like purple sun, pit of shades etc). Since you are taking the GW, get venom of the firefly frog to make him magical attacks (maybe glittering scales for added defense if you think enemy will target him). -Drop your skink skirmishers down to 10 models instead of 12. These are meant to be throwaway units for redirecting and harassment so keep them as cheap as possible. -Probably put your Krox into a Skrox unit to protect them better. 16 skinks + 2 kroxigor make a good flanking unit. -Up your saurus units to 25 each if you can for added ranks. -Finally be careful with your EOTG. Since it is the only big thing, it will be target priority one for any and all warmachines (read: cannons). Try to hide it the first turn behind a building and then use the 5+ warding ability as soon as you can to provide some protection until it gets into combat. When it does, the enemy will be directing the majority of their attacks at your poor priest (to take out the engine). Some kind of defensive item on the priest (like a luckstone or opal amulet) might just let you keep him alive an extra turn to use the engine abilities more.
I failed to notice that the Slann is no longer a Large Target, that was the only reason I gave him the Plaque. So that he couldnt get pelted with arty, magic missle or shots. Thanks for the other points, I will take a while to re-evaluate the army and its composition and see what I can come up with.
Depends. On the smaller flanking skrox units (16 skinks + 2 krox) probably not. If you are making a bigger skrox unit with 24 skinks and 3 Krox I think you probably should. But it all depends. Also think about whether you'll be playing any blood and glory scenarios in which you'll need more command groups so you don't insta-lose the game.
Well, play tested this army against a friends Chaos Warriors. I got beat pretty badly. Admitedly I had some poor dice rolls but I definately think I need to go back to the drawing board.