8th Ed. 2k skinky list

Discussion in 'Lizardmen Army Lists' started by skinky guy, Mar 18, 2012.

  1. skinky guy
    Jungle Swarm

    skinky guy New Member

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    hey all i'm new to wfb and i was just wondering if ive done this right and if i need to start from strach
    skink priest
    engine of the gods
    diadem of power
    plaque of tepok

    skink chief
    blowpipe
    l armour
    shield
    war drum of xahutec

    15 saurs
    champ & standard

    18 skink skirmishers
    brave

    18 skink skirmishers
    brave
    javelins
    shields

    stegadon

    stegadon


    ancient stegadon

    3 razordons
    9 handlers

    this just falls short of 2k any advice would be greatly apreciated
     
  2. Arli
    Skink Priest

    Arli Moderator Staff Member

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    You cannot have two arcane items on the priest. At this points level (without a slann), I would go with the diadem of power. You will need those dispell dice. I wouls also make the priest a lvl 2 and maybe give him the dawnstone (to reroll failed armor saves).

    The chief is almost too squishy to be used at all. You would come out better with a scar-vet. I would make the scar-vet the BSB (no magic standard so you could give him magic armor and weapons). Also, the war drum is a waste of points (in my opinion). In 8th edition, you have to roll a leadership test to march, on 3d6 you should make most of those.

    Your core looks pretty solid.

    Stegadons are stegadons, unless you face a gunline army (dwarves, empire, some Ogres) they will be ok. The trick will be getting them into combat quickly. You can use the EOTG ward to help, but they are still cannon ball magnets.

    Razordons are almost worthless. Take salamanders instead. I would split what you have into 2 units. 1 unit of 1 with the extra handler, and 1 unit of 2 (no need for an extra handler as the unit shares handlers).

    The only other note I would make is that the slann is really too good to not use in most builds. You could probably fit the slann and the priest on EOTG in there.

    My .02 cents.
     
  3. Vallek
    Cold One

    Vallek Member

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    I'm a big proponent of "if you can afford it, always take a slaan" rule.
    I'm also a supporter of the "if you can afford it, always take 20+ saurus warriors" mentality

    Saurus are one of the best anvil units in the game. Hard to wound, great armor saves, parry save (if left with hand weapon, which I suggest). In addition, if you have a slaan with lore of life you can give them +4 toughness (to a whopping 8), a 4+ regen save, or both! Now THATS an anvil.

    Strangely enough, i would suggest dropping the skink chief entirely and instead turn one of those skink units into a skrox unit. They will chew through fights much more reliably and act as a lovely hammer unit to fight along side your Saurus anvil.

    Stegadons I'm on the fence about.. pricey point sink which seldom earn their points back. As Arli aptly pointed out, they have big old bulls eyes painted on them that eat cannon fire like mad. Your list include 4.. this is good because it gives them lots of different targets to have to choose... at the same time your general is riding on one so you can bet where every warmachine will be firing for the first couple of turns.

    If you definitely want to run the march of the stegadons I would suggest fielding a unit or two of chameleon skins to be dedicated warmachine hunters. If they fire on the skinks then HUZZAH! your general is safe and they aren't going to wipe all the skirmishing chameleons in one shot, buying you valuable time. If they continue to shoot at your general then HUZZAH! they'll live to regret ignoring your multi-shot poison attacks that chew up cannons like nothing.
     

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