Hello This is my first lizardmen army. I am aiming for it to be local tournament level competitive. Army considerations: Do you think my slann should have The Becalming Cogitation instead of the cupped hand or something else? What do you think of a unit of Skinks and Kroxigor instead of a Saurus and if so what is the size of skinks/ kroxigor I should go? ( I like the idea of Saurus better myself) Any other thoughts and considerations would be greatly appreciated and thanks for looking at my list. 2500 Pts - Lizardmen Roster 1 Slann Mage-Priest – With Temple guard Battle Standard Bearer Cupped Hands of the Old Ones Focus of Mystery The Focused Rumination 21 Temple Guard Standard Bearer 1 Saurus Oldblood - With Saurus unit A Great Weapon Armour of Destiny 24 Saurus Warriors – Unit A Musician Standard Bearer Hand Weapon and Shield 1 Saurus Scar-Veteran – with Saurus unit B Great Weapon; Light Armour and Talisman of Preservation 29 Saurus Warriors unit B Standard Bearer Spears and Shields 1 Skink Priest: level 1 Dispel Scroll Ancient Stegadon / Engine of the Gods 1 Stegadon with Giant Bow 2 Salamander Hunting Pack 6 Skink Handlers Total models: 97 Core: 642 Special: 585 Rare: 150 Characters: 602 Total Roster Cost: 2500
List is very unbalanced you need some harassers, try looking into Chameleon skinks, Teradons. Also i think you need some kroxigors. In my opinion think about your list and all its weakness's and ways to make it better and keep changing it untill you feel its perfect, somtimes it can take 6 hours or more to write a good list.
LOL. Ok to be honest this reply was very vague and unclear. I know you think i should play with some other thing. However, what do you think i should take out for it and roughly how much of each thing should i put in? This reply kind of came across as: your list isn't good, change it.
I would drop unit B, add some cohorts and kroxigors (movement 6 flankers). You have two hard hitting units in the TG and Unit A. Give the slann the banner of discipline (ld 10 cold blooded stubborn in TG). Becalming cogigation is a must at that point level (just remember to get within range of your opponents casters). The other disciplines that you need are focus of mystery and rumination. Depending on your lore, you may or may not need cupped hands. If you plan on taking life, take something else (i.e. feedback scroll and bane head, or forbidden rod and blood statuette). If you are taking any other lore, keep the cupped hands. You need to add some chameleons and/or terradons. The chameleons work better, but the terradons get to stomp and get the vanguard move. I like to take 2 units of chameleons (7 and 6 usually or at least 5 and 5). That way, I can lump them next to one another or split them to take out different targets. Always take the extra handlers for your salamanders (those things get hungry!). The baby stegadon is not worth the points in my opinion. The bow is almost useless as you go across the field because you cannot move and fire it. The ancient stegadon's giant blow pipe is much, much better. Hope this helps.
You NEED a musician in your templeguard, swift reform and drawn combats bonus is essential to such a high power high point but ultimately non-manouverable unit.
Hello Thanks for the replies guys. How many skinks and kroxigores? I was thinking 28 skinks and 3 kroxigors to make a nice square unit (will it do that?) or should it be bigger? Just so I understand, why a unit of skinks/krox over the 2nd SW unit? because of the Kroz str 6s attacks or? Yeah, I am taking the lore of life. So I will drop the cupped and go with Becalming cogigation. I like the idea of that reroll able LD 10 stubborn. I am going to try 2 units of 7. So that should be enough ant war machine? Is 4 each enough or should I be going 5-6? What happens if the salamander dies and the sinks are still alive, are they just removed to or? ok, I am thinking about cutting it and going with just the engine of the gods one or do you thinking I should try and find room for the second ancient one? If I cut the special stegadon , my hero lvl scar-veteran and do the changes I talked about above, I will have about 190pts left. Do you think I should take a unit of 3 kroxigores or some terradons or something else? Right now I have my Saurus going up to 30 with hand weapon shield and standard, to big or right on? Yes, these are great help thank you.
1. You take Skrox units for the S6 attacks and the M6, you take Saurus for the WS3 and T4 and the 4+ save on the models in the front rank. 2. 28 skinks and 3 krox is a good unit, but if possible you can get two units of 20(or 16 minimum) and 2 for the flanks of both your tough as nails anvil units (Saurus Warriors and Temple Guard) 3. slann has a pretty good set up here. 4. two units of 7 Chamos is a really good choice, very good choice. 5. You can only buy one extra snack . . er . . handler per salamander. Personally I would add a champion to your TG unit, nothing bites rusty nails more than having a chaos lord challenge your slann and squish the friendly froggy. The Engine of the Gods is a serious investment that needs some protection, fortunately you've got those two Chamo units to take out the cannons, if you are going with the EotG I would probably also through in some Terradon riders to help the chamos out a bit.
Hello sounds good, I was thinking a unit of 29 with sword and shield + an oldblood. I was thinking 38 skinks and 3 krox, that’s the same space of 50 skinks right? Is that unit to big? Couldn’t my slann just refuse the duel? But then I won’t get my battle standard bonus right? Is the Engine of the Gods worth that investment or would you rather have a normal stegadon? Is a unit of 3 enough or should it be larger?
Firstly, and I should have said this in my previous post. Welcome to the Board. Now that that is out of the way let me get to the meat and potatoes. The problem that I myself have come to realize with scar-vets/old-bloods is that, although highly effective and powerful characters, they are expensive and as such need to be geared in a specific direction. They are expensive to put in a large block of saurus who, especially with a slann buffing them, do not really need that extra power. Save the points from the Saurus characters and spend in on more warriors and/or supporting units. Yes you are correct that it has the same foot print as 50 skinks, is this going to be a hoard (ie. 10 x 5 unit) or is this going for steadfast? If you are going for steadfast then yes it would work but why? You have already got your two solid, solid, solid anvils so you don't need another, split the unit into two for flank charge purposes. If you are going for hoard formation, don't bother with skrox, they will quickly lose any advatage to being in a hoard formation. You can take that 38 and 3 unit split it in two drop three skinks from each and invest another 25 points to have two units of 16 and 2. You slann can refuse the duel but then he gets placed in the back ranks and the unit doesn't get the benefits of his rules. I'm not entirely clear on whether he can use magic or not after that, perhaps someone can enlighten me as to that. The Engine is definitely worth the investment because you get a lot out of it. Such as that unit of terradons that you have for that first turn elimination of warmachines, and the cool abilities of the engine itself as well as an ancient steg. Units of 3 terries are decent, they have a small foot print but can still do some damage. My ideal sizes though are units of 4 or units of HUGE numbers plus chief (this is not for any 'tactical reason' purely because its awesome having ten terradons or two units of seven flying around the board)
Hello Thanks for the welcome to the forum . This is how the army is looking right now. I think it’s looking a lot better and more versatile then before. Do you guys think the Salamander should be in one unit or two? I was thinking about deploying them like (this for the most part): [Salamander] [skink/krox] [Temple/slann] [priest/Stegadon] [ veteran/saurus] [skink/krox] [Salamander] And Chameleon and Terradon with a good arc to enemy artillery 2500 Pts - Lizardmen Roster 1 Slann Mage-Priest – with temple guard. General Battle Standard Bearer Standard of Discipline Focus of Mystery The Focused Rumination The Becalming Cogitation 21 Temple Guard Full command Banner of Eternal Flame 1 Saurus Scar-Veteran – With Saurus warriors Great Weapon Armour of Destiny 29 Saurus Warriors Full command 16 Skinks Musician 2 Kroxigor 16 Skinks 2 Kroxigor 1 Skink Priest 1 Dispel Scroll 1 Ancient Stegadon -Engine of the Gods 4 Skink Crew 1 Salamander Hunting Pack unit A 4 Skink Handlers 1 Salamander Hunting Pack unit B 4 Skink Handlers 7 Chameleon Skinks unit A 7 Chameleon Skinks unit B 4 Terradon Rider Total models: 122 Core: 735 pts Special: 669 pts Rare: 160 pts Hero: 521 pts Lords: 415 pts Total Roster Cost: 2500 pts
You slann can refuse the duel but then he gets placed in the back ranks and the unit doesn't get the benefits of his rules. I'm not entirely clear on whether he can use magic or not after that, perhaps someone can enlighten me as to that. Yes, he can still cast. You can still reroll and I think you can use his Ld as well. Not completely sure on the Ld though.