8th Ed. 2500 Points Tournament List

Discussion in 'Lizardmen Army Lists' started by Aranigej, Dec 29, 2014.

  1. Aranigej
    Temple Guard

    Aranigej Member

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    Hi guys,

    Following a review of the tactica pages (which are awesome!) I drew up the following 2500 pts list which I plan on using in an upcoming tournament:

    1. Slann - BSB, Focus, Harmonic, Becalming, Channelling Staff, Standard of Discipline, Crown of Command

    2. Skink Priest - Dispel Scroll

    3. Skink Chief - Ripperdactyl, Spear, Enchanted Shield, Opal Amulet, Egg of Quango

    4. Skink Chief - Ripperdactyl, Spear

    5. Saurus Scar-Veteran - Cold One, GW, LA, Dragonhelm, Dawnstone

    6. Saurus Scar-Veteran - Cold One, GW, LA, Armour of Destiny

    7. Saurus Warriors x 35 - Full Command

    8. Skink Skirmishers x 10

    9. Skink Skirmishers x 10

    10. Skink Skirmishers x 10

    11. Chameleon Skinks x 6

    12. Chameleon Skinks x 6

    13. Terradon Riders x 3

    14. Terradon Riders x 3

    15. Ancient Stegadon - Unstoppable Stampede, Sharpened Horns

    16. Salamander

    17. Salamander

    Total - 2500

    Thanks for reading and would appreciate any comments :)
     
  2. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    Looks solid. I'm slightly concerned with the fact that you only have one big dinosaur, but your Slann and Ripper Chief can also serve for target saturation.

    Out of curiosity, is your plan to run the Slann solo or tack him onto the Saurus Warrior block or deploy him with Skirmishers?
     
  3. Aranigej
    Temple Guard

    Aranigej Member

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    Thanks for the reply Scalenex :)

    My plan is to run the Slann and Scar-Vets in the Saurus bunker. Scar-Vets then charge out when needed.

    Target saturation is an issue, though the main shenanigans I make are usually with the skinks, chams, terradons, salamanders and ripper-chiefs.

    Game plan is usually eliminating priority targets (warmachines, fast cavalry and scouts) with chams, terradons and ripper-chiefs whilst the bunker + steg advance towards enemy line. Salamanders and skinks either support the above priority or target enemy main units (monsters or infantry). I usually whittle enemy units enough by the time bunker and steg (if still alive) charge in order to win the game.

    High magic Slann syncs very well with this game plan (particularly walk between worlds, soul quench and fiery convocation).

    What I am still not sure of is the chief with egg... having the egg paints a big read target on his head which might not be the case without the egg... however this does provide an alternate target which might save the ancient steg...
     

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