Hello gang! So, i'v been out of the running when it comes to gaming lizardmen for a while, and only played 2 games with them in 8th, the rest of the time i'v focused purely on my Beastmen, and I actually SOLD my small lizardmen army a few months ago. Having regretted it ever since, i'm now looking into getting back to Lustria. My gaming year culminates in an annual tournament here in Sweden, and i'd like to build my new army towards that. The tournament is heavily comped, and as such I am not including a Slaan, since the composition for them are absolutely brutal. Now, the list im thinking of running is something along the lines of: Oldblood - General - Carnosaur - Dawnstone - Armor of destiny - Great weapon - Venom of the firefly frog Skink priest - Anchient stegadon - Plaque of tepok - Talisman (5+ ward) Scar veteran - Ogre blade/sword of strife (to taste) - Dragonhelm Saurus x 19 - Full command - Spears (Scar veteran goes here) Saurus x 20 - Full command Skink skirmishers x 10 Skink skirmishers x 10 Kroxigors x 6 - Anchient Chameleon skinks x 9 Salamanders x 3 Razordons x 2 Total: 2500 pts exactly! Now I realise that its hard to give commentry on a list that uses a comp system that you are unaware of how it works, but really, ANY tips on how I can make this list (or something vaguely like it) work would be worth as much as a trio of salamanders versus a horde of swordmasters. The general idea is to have the oldblood support the kroxigors on one flank, the steg to back up the saurus on the other flank, and the razordons and skinks on the extreem flanks to take out chaff/fast cavalry. The salamanders will be situated between the kroxigors and the saurus, getting them closer to the enemies big blocks of infantry to flame away. Now, is this in ANY way plausible, or should I be downright ashamed of myself?
I've always got more mileage out of my chameleons by splitting bigger units into 2 smaller ones; if you can fit in another, I'd go for 2 units of 5 . That way, you can take out 2 cannons first turn Similarly, I'd maybe split the salamanders 2 and 1. I don't generally take unit champions, as I find they rarely pull their own weight. Maybe that's a mathhammer question though, and I'm wrong. Just my thoughts.
Lots of unpopular units there! Let us know how it does. Yes, I would break the salamanders down into smaller groups.
What are the unpopular units? I know the EoTG is rather contriversal these days because of warmachines have the same accuracy as a highly trained SWAT sniper, but truth to be told i'v never EVER faced a warmachine in battle, so wont be expecting alot of them. And since I will be missing out on the slaan i figured that the +3 to cast and dispell from the engine would help my magic phase just a little bit. Razordons i'v also heard are a bit naff', but it seems mostly because salamanders are way better at the same points and unit choice. The big question for me at the moment is: How would you use a unit of 6 kroxigors? Are they any good under current curcumstances?
I like the list. Echos: Drop the Kroxi Ancient, add another Chameleon skink (maybe 2), split the units Salamanders to 2 units EoTG: It will reap against certain armies, it will last 1 turn against others. I am famous in my playing group for having my skinks picked off their mounts. It will help the magic phase, but you're still going to be in trouble during your opponents phase. Kroxies: Love the unit. You MUST make it the 2nd scariest unit in its deployment area. Other wise it will be shot to hell by any player worth their salt. Its a big point unit without much of an ability to deflect missle weapons. Fluff: I would look at this army as a forward scout force. Enough bulk to deal with threats (Saurus blocks) but massive speed to deal with enemy scouts (skinks and kroxies). Plus the jungle is dangerous, so any massive beasts should be dealt with one's own massive beast (carnosaur). Plus you have balanced leadership to understand tactical decisions (Old Blood) and magical ones (Priest).
Aright, i'v split the chamo's into two units for warmachine handling, the Salamanders are also in two units. The Kroxi anchient i'v let stay put. The only reason I want him is because I plan to run the kroxi alongside the oldblood on his carnosaur, since only they are fast enough to keep up with him, and without the champion, the oldblood will get challanged away as soon as he hits a unit. By accepting the challange with the anchient, im free to wreak havoc on the unit with the oldblood. I'v also removed the razordons, and for the points, made the scar veteran a BSB with the armor of fortune, and bulked the saurus blocks to 25 models a piece. How does that sound?
I really like the list and am feeling the no slann vibe. I would advise that if you see an army with warmachines of any description that you stack your krox, eotg and carny all on one flank. Your Razors and sallies should easily hold the other one. I have lost count of how many times the 5+ ward has kept monsters kicking after a cannonball to the face, its great insurance against your chameleons plus if all three hit one unit at the same time it would be foofed. I agree with keeping the ancient. My oldblood one got killed by a unit of skaven slaves, it was sad times. Charged in expecting to run through them as there were only 20, I challenge you with my warlock engineer. Ok, carny kills him twice and thats it. Oh you have one by one. Oh I am running 4 inches. Oh you are chasing 9. Oh (content removed to save the innocence of children).
It would help out alot to comment if you could post your list as it is now after the amendments. Just two things that came up to my mind. I myself am not so sold to the idea of the kroxigor ancient. It just costs alot. But if it's necessary for your battle plan then keep it. Another thing. I think you oldblood is screaming for stubborn crown. Not always you can get another unit with him into combat and that would really boost up the staying power. BR Agrem