Slann MagePriest Focus of mystery Blood statuette of spite Diadem of power Saurus Scar Veteran BSB LTA,Shield Skink Priest Level 2 Rod of storm Saurus Scar-Veteran Carnosaur Pendant Sword of the hornet LTA, shield 30*Saurus Warriors Hand weapon/shield Full command 20*Skink Skirmishers Blow pipes 20* Saurus Warriors Hand Weapon/Shield Full command 20*Temple Guard Full command 1* Razordon pack 1*Salamander pack I've never played a Lizardmen army before, I have most of this army (the skinks and Saurus anyway), it's just waiting for my friend to get his dark elves up to scratch. Looking at the rest of the forum I see this is a little different to some people's. Would just like some feedback and see if I should make any tweaks to the list to make it more competitive. I'll also need this list for my gaming club as I want some variety rather than just using my High Elves
Thanks for the advice, I do like some of the disciplines for the slann so I may change the list for them, And I will split the skinks up, didn't realise the blow pipe fires twice a turn. Is the Razordon not a good unit then? And yeah the unit of 30 are a 10*3 block which is going to be the main part of my army. I will re-write the list and post it up, Do you think Terradons and Chameleon skinks are needed?
I agree with everything said here, except cupped hands of the old ones is possibly the most OP item in the game right now. It's a must on every Slann.
it's not that the razordons are not good, its that the SALAMANDERS WRECK FACE WITH THE NEW TEMPLATE RULES!
Slann mage priest Focus of mystery Becalming cogitation BSB Cupped hands of the old ones Saurus Scar Veteran Piranha blade LTA,shd Saurus Scar veteran Carnosaur pendant Burning blade of chotec Lta,shd Skink Priest level 2 Plaque of Tepok 30*Saurus Warriors Hand weapon/shield Full command 20* Saurus Warriors Hand Weapon/Shield Full command 10*skink skirmishers Blow pipes 10*skink skirmishers Blow pipes 20*Temple Guard Full command 1*Salamander Tried to do the improvements, is this a balanced force? trying to play competitively as I do usually attend local tournaments with my high elves and would like to with these
Looks better- I think the pirhana blade isnt so great against regular units. Theres a better item then the carnosaur pendant in the main rulebook too. He just gets frenzy str8 up. Check out the main rulebook for some items. I personally like the gold sigil sword on my scar vet. Init 10 and 10 pts less than ASF.
I was thinking of the berserker sword... but I just don't think its very good. I always just take a scar vet with a great weapon now. He's cheap, 4 S7 attacks (that's -4 to armour save too). If you want you can give him the Armour of fortune and he's pretty beefcake. But I like him naked with a Greatwep and spend the points on units instead..
Should I take out the Piranha blade and the carnosaur pendant, equip the one with a great weapon and then field another salamander?
I would suggest removing him altogether and invest the points in salamanders or chameleon skinks. I would also considder doing the same with the skink priest. In what situations are you planning to use him? My only answer would be for when the slann fails to cast/dispell. I solve that problem by playing my magic safe, and instead i get a whole new salamander/unit of chameleons.
Slann mage priest Focus of mystery Becalming cogitation BSB Cupped hands of the old ones lore of life Saurus Scar veteran Great weapon,Lta,shd Saurus Scar Veteran gold sigil LTA,shd 30*Saurus Warriors Hand weapon/shield Full command 20* Saurus Warriors Hand Weapon/Shield Full command 10*skink skirmishers Blow pipes 10*skink skirmishers Blow pipes 20*Temple Guard Full command 10*Chameleon skinks 2* Salamanders Total:1997 How is this army? I need to play test it when I can. I tried my best to take in what everyone has said and tried to make a list that I like to play with the advice of others. The reason I had the Skink Priest in before is probably due to the fact I used to play a maxed out mage High Elf force to a rather successful effect as my main opponent used one magic user at max against me and never realised he needed more magic defence and I just pass on that to this force.
It's a really good list. It's a fairly standard list and it will most definitely do very well against most armies. If there is one thing I would change is the Slann set-up. I would personally take The Focused Rumination instead of Becalming. Most people can't live without it, bit it can actually be avoided while Focused Rumination turns every magic phase into Christmas!!!
Okay, well I will try this list out anyway once I have the models and will then play around with it when I have played a few battles, I don't know what armies I will fight par a dark elf army which my friend hasn't led on to what kind of army it will be.
i agree ou dont wandt all your salamadndrds to get blown up by a cannon also i would use your army salamnders to dill in coming infantry trying to kill tour saurus
Split the chameleons into 2, 5-man units. Use the salamanders as 2 units of 1 salamander (will cause more panic and panic is your friend against all armies except, undead, deamons and WoC). On top of that I would drop cuped hands in favour of rumination or swap lore to light. The reason you dont need cuped hands with lore of life is that you have a spell to protect you from miscasts already. Therefor I dont think that lore of life and cuped hands should be combined. other than these small changes your list is about as hard as a LM army comes. It can beat anything and will not easily be beaten by anything. Good luck in your future games.
I'll split the chameleons into two units of 5, and I was going to run the Salamanders as two units of 1, I just put them like that as I just wanted to do it quickly and it was easier to do. Which spell are you saying protects? I'll play around with the magic lore anyway to see which I prefer as I have mainly used the high magic and lore of heavens and haven't played a game since the new rules came out so I don't know how well things will do.