8th Ed. 2K, to test all lores, not build around a certain lore

Discussion in 'Lizardmen Army Lists' started by the-graven, Aug 26, 2010.

  1. the-graven
    Kroxigor

    the-graven New Member

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    I want to test all(or at least a few of the) lores, and made a list not build around a lore, here it goes.

    Slann
    - Mystery, Rumination,Higher state
    -Obsidian Amulet
    -Cupped Hands of the Old Ones
    -BSB-Standard of Discipline
    Tot:490

    Scar Veteran(Challenger)
    -Piranha Blade
    -SH, LA
    Tot: 128

    30 Saurus(Squad 1)
    -Spears, Standard, Music
    Tot: 378

    29 Saurus(Squad 2, Veteran’s Squad)
    -Spears, Standard, Music
    Tot: 366

    10 Skink Skirmishers(Harassers)
    Tot: 70

    7 Chameleons
    Tot:84

    6 Kroxigors(Flanking Squad)
    Tot: 330

    1 Salamander(4 Handlers)
    Tot: 80

    1 Salamander(4 Handlers)
    Tot: 80

    2004


    Tell me what do ya think about the list, need some changes or is it allright?? C&C welcome.
     
  2. Arli
    Skink Priest

    Arli Moderator Staff Member

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    You need to make the slann etheral (higher state) if he is going to be running around solo.

    Also, the scar vet is +10 pts over with that weapon combo. The blade is 35pts and the armor is 25.


    I like the list, with one exception. You need some war machine hunting units. A unit of chameleons or terradons will fill this need. In 8th edition, I think that the chameleons are the best choice for this. 12 inches from you're target (in the open) is awesome. The terradon's vanguard move is good to.

    A unit of 10 chameleon skinks will run you 120 points. You could drop the unit of 12 saurus and take them instead.
     
  3. vapor
    Razordon

    vapor New Member

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    Arli's right about ethereal and war machine hunters.

    I would actually mix the flanking saurus in with the other two units of saurus, at such a small size it only takes 3 wounds before they can't break ranks and become useless. By adding six to each you give them both 5 ranks which will help with breaking steadfast and keeping them steadfast longer.
     
  4. the-graven
    Kroxigor

    the-graven New Member

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    I think I'll keep the little detachment, to protect the flank of a unit, I first always made units of 30, but someone said they were too big and with only 1 flanking unit 1 flank will be unguarded, but I can use the sallie's to fry a flanker, okay I'll mix them in.
    I'll exchange one skirmisher unit for a chamo unit.
    I'll have to find something else for the challenge scar-vet, I made this list without the book, because I know all point costs, but I made a mistake this time, I'll have to find something else to make him survive before he strikes back, or I give him the iron-curse thingy to protect his unit some more, or leave him with just the piranha blade.
     
  5. vapor
    Razordon

    vapor New Member

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    With the changes to 8th getting flanked doesn't really matter as much as keeping steadfast with ranks.

    Since you're going to be trying different lores I'd tool out the scar vet with the light armor, shield, dragon helm, sword of the hornet, and the other tricksters shard. He'll have a 2+ AS, 2+ ward vs fire, ASF, and enemy characters have to reroll successful ward saves. Keep in mind that the baseline stats for our hero is about the same as many armies lords.

    With the different lores you can boost him:

    Beasts: you can turn him into S9 T6 with 8 attacks
    Light: He can be WS 10, Ini 10 (reroll all misses no matter who you're fighting), and get an extra attack/ASF (if you decide to stick with Light I'd trade the sword of the hornet for sword of battle and the luckstone)
    Life: Toughness 9
    Shadow: debuff your enemy (A lot!) and bump up to S8
    Death: Snipe the enemy characters to death or at least knock a few wounds off of them before you even get into combat.
    Fire and metal are both weak as all-comers spell lore choices.
     

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