So Im new to Warhammer, I was at the mall 2 weeks ago and got roped into playing a game of Warhammer by a much to happy and possible crack-addict employee of GW. Anyways...the crack turned out to be the game...which is freaking awesome and im having a ball painting my lizardmen battalion I bought. I just bought the Lizardmen book and also was turned on to Army Builder. I built this army for 2k games that seem to be the norm at my local store. Give a noob a few pointers. I want something thats fun, and at the same time potent. impotence is not something i desire in an army. my caster guys have dispel scrolls because the GW guy said always take them. The rest of the stuff i just put on my dudes cause it sounded cool. I have already purchased the stegadon so that guy must remain in my army even if he sucks...hes too bad arse looking to not be on the table. 2000 Pts - Lizardmen Roster Slaan Mage-Priest (1#, 410 pts) 1 Slann Mage-Priest @ 410 pts (General) 1 Cupped Hands of the Old Ones 1 Dispel Scroll 1 Talisman of Protection 1 Higher State of Consciousness 1 The Focused Rumination Skink Priest (6#, 440 pts) 1 Skink Priest @ 440 pts (Level 2 Upgrade; Hand Weapon; Aquatic) 1 Ancient Stegadon (Engine of the Gods; Causes Terror; Immune to Psychology; Large Target; Scaly Skin; Stubborn) 4 Skink Crew (Hand Weapon; Javelin; Aquatic; Skirmishers) 1 Stegadon War-Spear Skink Priest (1#, 150 pts) 1 Skink Priest @ 150 pts (Level 2 Upgrade; Hand Weapon; Aquatic) 1 Dispel Scroll 1 Cloak of Feathers Saurus Warriors (18#, 216 pts) 18 Saurus Warriors @ 216 pts (Hand Weapon; Spear; Shield; Scaly Skin) Saurus Warriors (18#, 216 pts) 18 Saurus Warriors @ 216 pts (Hand Weapon; Spear; Shield; Scaly Skin) Skink Skirmishers (12#, 84 pts) 12 Skink Skirmishers @ 84 pts (Hand Weapon; Blowpipe; Aquatic; Skirmishers) Skink Skirmishers (12#, 84 pts) 12 Skink Skirmishers @ 84 pts (Hand Weapon; Blowpipe; Aquatic; Skirmishers) Skink Skirmishers (12#, 84 pts) 12 Skink Skirmishers @ 84 pts (Hand Weapon; Blowpipe; Aquatic; Skirmishers) Terradon Riders (3#, 90 pts) 3 Terradon Rider @ 90 pts (Hand Weapon; Javelin; Flyer) 3 Terradon (Flyer) Salamander (12#, 225 pts) 3 Salamander Hunting Pack @ 225 pts (Aquatic; Causes Fear; Scaly Skin; Skirmishers) 9 Skink Handlers (Hand Weapon; Aquatic; Skirmishers) Total Roster Cost: 1999
\alright mate will give you a few pointers although each person plays different so may find something else works better for yourself wich you will only figure out after a few games firstly with lizardmen i wouldnt worry to much about dispell scrolls,i take a couple sure but magic wise i think you will be fine. SLann Firstly no point havin talisman seens as hes already got a big ward save,the rest of what you have given him seems fine,might wanna try different disciplines,ther all good,i like to use regenerate one. and you may want to add some temple gaurd,you dont need alot but also the slann could take a magic banner if your using him as the battle standard bearer Skink preist with engine of the gods this you definately want,maybe get another,i have 2 in a 2k army,sometimes three. he cant have the spear as thats only the chiefs not priests,give him talisman of protection or glyphc necklace inestead so you got more chance of him surviving and using the engine more skink preist now wich ever you decdie wit htalisman of proetection n glyph necklace for the preist jsut use the other on this one. cloak of feather sis good,i use that myself,hard to catch him to kill him. if you need to free up some points you could always drop one or two skinks as a unit of ten is fine.use them as a shield infront of the rest of your army until they can get in on some action. Also reading through this site will help a great deal on different hings but make sure you get some games in as thats the best way to learn what works. things may work in your head but not on the table
I actually run a reasonably similar 2k list and like it very much. The solo slann is good. Give him bane head (for hurting characters if you do a nasty miscast with cupped or take death or metal or fire - wall of fire etc can snipe heroes) and drop the talisman of protection (no need with ignoring physical and good magic defense, except magic defense covers your whole army not just your slann). Take focus of mystery and the drop 6's (becalming cogitation). I'm not even sure that the priest on engine can take warspear (think its chief on steg only) so give him wardrums and plaque of tepok for an extra spell and to prevent marchblock. The flying priest is something I considered but decided against. I personally chose the jaguar scar vet instead and he is wonderful (scar vet, LA, Sh, GW, Jag Charm for 124 points) and a bit more useful. The flying priest could work well. Drop all your skirmishers to 10 skinks, and replace your one unit of three salamanders with two units of one (with extra handlers). Then add a 3 strong terradon unit. If my suggestions come to too many points drop it to one salamander. If there are points left over give your saurus standards and musicians. Lone slann is not the easiest set-up to play. It is both much more risky and much more flexible than having temple guard or using an oldblood.
Dumbledore, Thanks for the suggestion. I will rework my list to drop the warspear and rework my disc. I was thinking of using the Channel ability with the flying priest. Hence the cloak of feathers. I was also considering a skink chief on a terradon instead of the flying priest. I like the idea of magic though. Explain all those acronyms in the following sentence...i dont understand: "The flying priest is something I considered but decided against. I personally chose the jaguar scar vet instead and he is wonderful (scar vet, LA, Sh, GW, Jag Charm for 124 points) and a bit more useful. The flying priest could work well." So I should go with 2x1 sally's and 2x3 terradon's? What is the reasoning for dropping to 10 skinks
scar vet = scar veteran LA = light armour Sh = shield (so he has 2+ save in close combat if he uses hand weapon and shield instead of GW) GW = great weapon (ie he is str 7 and can instakill chariots and mow down things like knights if he gets in their flank) Jag Charm = charm of the jaguar warrior (he has the spell steed of shadows bound which means each magic phase of yours he can fly off into a war machine or small unit of skirmishers or the unexpected flank of a knight unit and f**k them up completely. If they dispel it it will cost them 2DD or a scroll, making life easier for your slann. If not you've probably killed something with him) I've found that channel is enough with the engine around (large target vision). One nice trick though is if you're using beasts magic fly your skink priest (360 vision remember) so that he can see the flank of a unit of knights, then channel the bolt thrower spell.
Ive gone with the scar vet with the Jaguar charm. it fills the role i wanted exactly. now...do I want 6 terradons and 2 sallies? ive got some wiggle room it appears.