8th Ed. 2999 Lizardmen List

Discussion in 'Lizardmen Army Lists' started by loyce8869, Nov 24, 2012.

  1. loyce8869
    Jungle Swarm

    loyce8869 New Member

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    I've got a 2999 tourney coming up in about a month and was thinking of taking this list. Anyone have any suggestions on how I could improve it?

    Life Slann General - Mastery, Rumination, BSB, Standard of Discipline, Dispell Scroll

    Death Slann - Mastery, Rumination

    Scar vet - GW, Armour of Destiny

    Scar vet - Cold one, Light armour, Burning Blade, charmed shield

    Saurus Warriors x40 - Mus & standard

    Saurus Warriors x35 - Spear, Mus Shield - Death Slann and scar vet on foot go here

    Skink Skirmishers x10

    Skink Skirmishers x10

    Temple Guard x26 - FC, Banner of eternal flame - Life Slann goes here

    Chameleon Skinks x6

    Chameleon Skinks x6

    Cold One Cavalry x5 - Mus & standard - Cold on scar vet goes here

    Salamander - extra handler

    Salamander - extra handler
     
  2. thomasthefinch
    Skink

    thomasthefinch New Member

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    Take the Dragonhelm on the Scar Vet instead of the charmed shield.
     
  3. Rhodium
    Kroxigor

    Rhodium New Member

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    I disagree,

    Currently his scar vet build has 5+ scaly skin, +2 thick skinned, +1 light armour +1 charmed shield so 1+ AS

    The dragonhelm would increase it to 0+ which Is capped out at 1+ so no better than charmed shield
    And give a 2+ ward against flaming

    With the charmed shield, it gives the scar vet 1+ as I showed above and if he fails his 2+ look out sir he gets another 2+ against a cannon shot, or if he dodges one cannon, next turn or another cannon can give him another 2+ since he no longer gets LoS.

    So I would say for this build the charmed shield is better in my opinion
     
  4. chikn skrips
    Skink

    chikn skrips New Member

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    if your going to run a death slaan i would consider making him ethereal since death magic is close range, he needs to be on the front lines and would have to be in the front rank of the saurus which makes him an easy target to pick off or can kill quite a many of your own including himself on a misfire with purple sun. i would consider running him shadow. enfeebeling foe+dwellers is devastating to even str5+ units/models and wth steed of shadows and ethereal he is pretty much really hard to get caught up in combat as long as your smart about it.

    also i dont see the point of standard of discipline on the life slaan who is already LD9. the standard will make the temple guard LD9 instead of 8 and not able to use the slaans already LD9. its just a waste of points really. the only instance can think of would be if a WoC player casts pandemonium (which is an easy dispell in either magic phase) where you couldnt use hs leadership. anyways if that does happen with out the standard you still have LD8 on three dice with a re roll which is really hard to fail because they are stubborn and immune to psyke wth the slaan which you will almost never run away
     
  5. Rhodium
    Kroxigor

    Rhodium New Member

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    Standard of discipline works in this way, the unit gains +1 leadership but they can't use the generals leadership but the slann is in the unit already, so ithey use the highest leadership in the unit (not using the generals leadership) so ld9+1 = ld10
     
  6. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    Yah, the rules say you can't use inspiring presence. But all other LM units benefit from his boosted Ld10. Fun! There's an older thread on Warseer about it.

    Standard of Discipline + Generals inspiring presence

    With your Death Slann + Scar-Vet + Spears unit, if you play them 5-wide you can slide your Slann into the 2nd rank. That would be handy since he doesn't have Higher State.


    *fixed a typo
     
  7. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    I disagree. A Slann deployed like that can't cast spells while the unit is engaged in close combat. The Slanns footprint takes up the slot of four spear attacks, that kind of defeats the purpose of taking spears when you deny yourself supporting attacks.

    If your basic strategy requires bunkering your Slann that cozy, you should spring for Temple Guard.

    A Death Slann near a spear block is a good idea though. Soulblight and the extra attacks go together very nicely and generally people are so freaked out about the possiblity of Purple Sun they let Soulblight go through.
     
  8. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    :depressed:
    I disagree with your disagreement. I would much rather keep my Slann out of combat. Besides, 2 regular Saurus in the front rank give you 4 attacks.

    Not to derail, but why can't he cast in CC?
     
  9. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    Well I don't want to make a habit of disagreeing with you, you're a smart guy.

    I accidentally exaggerated. I guess it only prevents you from casting magic missiles. I thought the same restriction applied to Direct Damage. Upon reviewing the BRB, it seems I was wrong and a wizard CAN cast Direct Damage on enemies in his front arc if he has line of sight.

    I guess that shows me for disagreeing with Qupakoco....not every lore has magic missiles, so if you are using a lore that doesn't bunkering a Slann in Temple Guard is less important then I thought.
     
  10. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    Haha! I'm only pretend smart. I was thinking there actually was a reason he couldn't cast in CC. :oops:

    But I do like the idea of keeping the Death Slann nearby the spear Saurus. That way he has a little freedom. Just need to give him some protection.
     
  11. Rhodium
    Kroxigor

    Rhodium New Member

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    This is how I always run my slann when I have 2 or no temple guard, keeps the slann out of combat for at least one turn, more if the champion isn't killed
     

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