8th Ed. 2500 points - New Player, Purchasing this Week

Discussion in 'Lizardmen Army Lists' started by datalink7, Aug 6, 2013.

  1. datalink7
    Skink

    datalink7 New Member

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    Hi All,

    Got the new Lizardmen book on release day and I liked it so much I've decided to start an army. Now just to draw up a 2500 point list so that I can get to it. Hope you all can help me out with it.

    Here is what I've drawn up initially.

    Lords

    Slann Mage Priest
    . . BSB
    . . Reservoir of Eldritch Energy
    . . Becalming Cognition
    . . Focus of Mystery
    . . Harmonic Convergence
    . . Channeling Staff

    Total Lords: 450 pts

    Heroes

    Skink Chief
    . . Terradon
    . . Light Armor
    . . Charmed Shield
    . . Spear
    . . The Egg of Quango

    Tetto'Eko

    Total Heroes: 299 pts

    Core

    30 Saurus with Spears
    . . Full Command

    16 Skinks

    16 Skinks

    10 Skink Skirmishers

    10 Skink Skirmishers

    10 Skink Skirmishers

    Total Core: 730

    Special

    2 Jungle Swarm

    4 Ripperdactyls

    3 Ripperdactyls

    3 Ripperdactyls

    Total Special: 470

    Rare

    Ancient Stegadon
    . . Engine of the Gods
    . . Sharpened Tusks

    Ancient Stegadon
    . . Sharpened Tusks

    Total Rare: 550

    Total Roster Cost: 2499

    My thought is that the flying cavalry can serve several different functions. Chief can help clear chaff. Ripperdactyls, with Frenzy, aren't great at clearing chaff due to forced overruns. However, they can go hunt War Machines. Also, they are there for assassination attempts or they can be expensive to get through speedbumps. I don't expect them to win, but if I park them in front of a unit it will cost them to get through. I'll have to be more careful against higher initiative armies. In that case, I'll use them on attack only when I can cast initiative buffs on them or debuffs on the enemy.

    With 13 drops, vanguarding on the Skink Chief and Ripperdactyls, plus D3 (probably skink skirmishers) more units, I should have a pretty good advantage in dictating the direction of the battle.

    The magic phase should be fairly strong. Rerolling 1's (most of the time) to cast, generating power dice on 5+ with three dice, and saving a dice from the dispel phase, and making one spell lore easier to cast, I should be able to get through something each turn.

    The two 16 man skink units are just bunkers for the Slann and Tetto.

    I did have several concerns.

    1) No Dispel Scroll. This is mitigated by being able to generate more dispel dice and rerolling dispel attempts, but will still be missed.

    2) Not sure about the skink chief. With ASF and option for S7, this gives him different roles from War Machine Hunting to Assassination attempts or adding a bit to a combat. However, he is more expensive. Keep thinking I should just drop him down to Spear/Charmed Shield for a cheap option.

    3) Only one main combat block, being the Saurus (in a 6x5 formation).

    Thanks for any assistance.
     
  2. datalink7
    Skink

    datalink7 New Member

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    Changed the list a bit. Decided Sword of Swift Striking and Potion of Strength might have been too much to expect much out of from the Skink Chief. Dropped for Egg of Quango.
     
  3. skillfull_dan
    Chameleon Skink

    skillfull_dan New Member

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    List looks good

    It will shred armor and monsters but suffer against hordes. Also the slann will need to be kept safely bunkered in the rear otherwise he will be targeted
     
  4. datalink7
    Skink

    datalink7 New Member

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    Thanks. Most of the local Meta is elite units (empire with Demi's and Knights, WoC, etc.), though there are some Skaven and Dark Elf Hordes as well.

    I was going to place the Slann with one of the Skinks in the back ranks. Would it just be better to make him Ethereal (with Dragonbane Gem I'm thinking for Flaming Cannons and Khorne Cannons)?
     
  5. skillfull_dan
    Chameleon Skink

    skillfull_dan New Member

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    I would save the points and put him with the skinks.
     

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