8th Ed. 3000/4000 Please give advice!

Discussion in 'Lizardmen Army Lists' started by Hookadoodle, Jul 25, 2010.

  1. Hookadoodle
    Saurus

    Hookadoodle New Member

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    Please comment...i normally play vamps and ogres. Many thanks!

    Slann
    Mystery
    Rumination
    Higher State of Consciousness
    Cupped Hands of the Old Ones
    BSB

    Saurus Scar - Veteran
    Cold One
    Burning Blade
    The Maiming Shield
    Light Armour


    Skink Priest
    Level 2 - 35
    Engine of the Gods - 290



    Temple Guard (16)
    FC

    Saurus Warriors (20) 5x4
    FC


    Saurus Warriors (20) 5x4
    FC

    Saurus Warriors (30) 6x5
    FC
    Spears

    Skink Skirmishers (12)

    Skink Skirmishers (12)

    Skink Skirmishers (12)


    Chameleon Skinks (6)
    Brave


    Salamander (2)


    Terradons (3)


    Ancient Stegadon

    3001

    Skink (28)
    3 Kroxigor


    Skink (28)
    3 Kroxigor


    Stegadon


    Salamander (2)

    3996
     
  2. SeBM
    Terradon

    SeBM New Member

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    At 4000 point level, I'd bring a Slann and an Old Blood on Carnosaur. You can have 750 in lords at 3000 and 1000 at 4000. With that in mind, I'd upgrade the Scar-Vet to an Old Blood in the 1st list and give him a Carnosaur in the second one.

    I'd try to bring the unit of TG to at least 20, especially in such high points battle where you have more chances of fighting horde units.

    Not sure ab0out the Stegadons in 8th edition, you'll have to check with other members of the forum to see how well they fare now.

    Salamanders and Skrox units are a must, I'd try to fit in one Skrox unit at 3000.

    It's looking like a well rounded list. One thing I've noticed while reading battle reports is that it's harder to defend against magic in this edition with dispel dice being random. You can easily find yourself with one DD which can be catastrophic. With that in mind, maybe try to give your priest something like the diadem of power, some scroll or anything that might help you dispel some nasty spells early on in the game.
     
  3. wolfmage
    Temple Guard

    wolfmage New Member

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    Though if you only have one DD then shouldn't your opponent have more than 3 or 4 PD after channeling
     
  4. Hookadoodle
    Saurus

    Hookadoodle New Member

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    should i even bother with the regular steggy? IS the bow even that good?
     
  5. vapor
    Razordon

    vapor New Member

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    I only take the ancient now, better impact, stomp, and AS. While I don't have the math to back it up, I feel I get more wounds out of 4d6 blowpipe shots than with the bow, but I'm from the school of "he who throws the most dice, wins."
     
  6. Hookadoodle
    Saurus

    Hookadoodle New Member

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    Thanks
    ill take out the reg steg and put a carnosaur and a dispel scroll
     
  7. Hookadoodle
    Saurus

    Hookadoodle New Member

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    Are the skrox units worth there points
    cause for less points i coukld have another ancient steg...
    Which one are better? 2 skrox units or 1 skrox and another anceint steggy
     
  8. Taipan
    Temple Guard

    Taipan Member

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    I'd drop 'Higher State', he's going to get nuked by miscasts or by enemy magic/heroes with magic weapons. It's a nice trick, but I'd rather spent points on other gear. Banner of Eternal Flame is only 10pts and will make your Temple Guard hit harder. 'Cupped Hands' is a personal choice, I find it overpriced for a one-use item. Lore of Light is a pretty good one to take against vamps, and the WS10/I10 spell will make your Saurus and Temple Guard hit first against ogres.

    I'd suggest taking an Old Blood to bodyguard your Slann with. Here is how I run mine;

    Old Blood w/Giant Blade, Armour of Fortune, Potion of Speed

    Strength 8 means vampire heroes get squished, he's got 2+ armour and 5+ ward, and when he pops the Potion he'll hopefully strike ahead of vampire infantry (already does against Ogres). He's basically my 'f$%& off' button for elite infantry hoping to roll through the Temple Guard into the Slann.

    Unless you're taking Cold One Riders, I'd drop the mount, as ideally you want him in a Saurus unit, providing support. Burning Blade is a good choice. I'd drop Maiming shield, it's a lot of points and your shield slot used up for just +1A (and it's not even usable with Burning Blade, so whats the point?). I'll give you an example of how I would run my Scar-Vets (as I take two)

    Scar-Veteran w/Burning Blade of Chotec, Dragonhelm, light armour, shield

    This guy is a wyrm-slayer in my background for him, hence the loadout. Packs 2+ armour, has a 2+ ward against flaming attacks (which will be pretty common, with Banner of Eternal Flame being so cheap and the fire lore/flame templates being popular for burninating infantry). -4 to armour saves is always fun, as is being flaming and magical (plenty of flexibility with that combo).

    Scar-Veteran w/Piranha Blade, Enchanted Shield, light armour, Dragonbane Gem

    Similiar idea, the Piranha blade is great against Ogres as it will chew through their multiple wounds faster. Again, 2+ armour save, and 2+ ward against flaming attacks (background wise, he's the twin that was spawned with the first guy, helped him take down a wounded drake that attacked their city).

    Good stuff. Have you considered taking Plaque of Tepok (one extra spell could come in handy), or maybe a dispell scroll? The former is if you actually plan to use his magic (he could always roll Comet, you never know), the second option is more useful as Purple Sun and Dwellers are going to be spammed into your guys (so you'll at least block the successful attempts). Don't forget to hide him behind your Temple Guard+Slann block and keep popping off the ward save ability.

    Don't need a champion, musician is good. Standard Bearer should take Razor Standard, it will make them a lot more effective in combat (especially when stacked with the Eternal Flame banner on your Slann). We are one of the few armies who will be able to pull off that combo, as normally heroes can't take anything else if they take a banner.

    Drop champion, add in Scar Veteran to fill it back up to 20 strong.

    Drop champion and spears. I'm really not sold on the idea of spears, simply because of the penalties it induces for not much benefit. You miss out on that free 6+ ward from the shield parry, and in combat you also go down to your 5+ skin (as you can't use shield in conjunction with spear). So, it's either a handful more attacks vs free ward saves/better armour saves in combat.

    Blowpipes I assume? No need to take more than the minimum, 10 is all you need.

    Good choice, although Brave is a waste of points. No need to take more than 5, they're going to die horribly after they're done sniping a warmachine crew.
    Might want another unit of these guys, they're that good. Remember to play 'Trogdor' when using them, for added hilarity.

    Always fun, although kinda one-use.

    If you need the points elsewhere, I'd drop him. The only Ancient Steg I have is the Engine of the Gods. They're not bad, they're just squishy against war-machines. Especially the Skink crew.
     
  9. Tlaloc of Xhotl
    Skink

    Tlaloc of Xhotl New Member

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    Where are you getting this from? I have never heard of it as a rule and I can't find anything saying it in the rulebook.
     
  10. vapor
    Razordon

    vapor New Member

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    He's wrong, the only thing you lose is the parry save, which isn't all that great anyway.
     

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