8th Ed. 3000 points

Discussion in 'Lizardmen Army Lists' started by bveazey, Mar 8, 2015.

  1. bveazey
    Jungle Swarm

    bveazey New Member

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    I have everything so far minus the third stegadon for the priest. I also have a dread saurian that I hope to use someday.

    Why is this list not competitive? what types of armies will I have trouble with and why?




    @Lords [ 1 ]

    Slann Mage-Priest Hand weapon; Level 4 Wizard; Harmonic convergence; Higher State of Consciousness; Channeling staff; Battle standard bearer; The Lore of Light;

    @Heroes [ 2 ]

    Skink Priest Hand weapon; Level 2 Wizard; The Lore of Beasts; Dispel scroll;
    # Ancient Stegadon Engine of the Gods; Sharpened Horns;
    > 4x - Skink crew ; Hand weapon; Lustrian javelin;

    Saurus Scar-Veteran Hand weapon; Great weapon; Shield; Armour of Destiny;
    > 1x - Carnosaur ; Loping Stride;

    @Core units [ 2 ]

    48x - Saurus Warriors
    > 1x - Spawn Leader ; Shield; Hand weapon; Spear;
    > 1x - Musician; Shield; Hand weapon; Spear;
    > 1x - Standard bearer ; Shield; Hand weapon; Spear;
    > 45x - Saurus Warrior ; Shield; Hand weapon; Spear;

    24x - Skink Cohort
    > 1x - Standard bearer ; Shield; Hand weapon; Lustrian javelin;
    > 23x - Skink ; Shield; Hand weapon; Lustrian javelin;
    > 3x - Kroxigor ; Great weapon;

    @Special units [ 3 ]

    Bastiladon Solar Engine;
    > 3x - Skink crew ; Hand weapon; Lustrian javelin;

    Bastiladon Solar Engine;
    > 3x - Skink crew ; Hand weapon; Lustrian javelin;

    3x - Ripperdactyl Riders
    > 1x - Ripperdactyl Brave ; Hand weapon; Shield;
    > 2x - Ripperdactyl Raider ; Hand weapon; Shield;

    @Rare units [ 2 ]

    Ancient Stegadon Sharpened Horns; Giant Blowpipes;
    > 5x - Skink crew ; Hand weapon; Lustrian javelin;

    Ancient Stegadon Sharpened Horns; Giant Blowpipes;
    > 5x - Skink crew ; Hand weapon; Lustrian javelin;
     
  2. themuffinman873
    Chameleon Skink

    themuffinman873 Member

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    You cant go wrong with a list that has 6 dinosaurs. However if you want to be more cookie cutter competitive, bring as many skink skirmishers as you have models for, convert all of your CoR to SV cowboys, and throw in some sallies for good measure. I think you should stick with what you have though.

    You may run into some tar-pitting issues against skaven/O&G. Your Tstomps are cool and all, but nothing kills slaves like flame templates.

    Dual bastilla beams are cherry, but I would almost consider taking a lore that has a more devastating ultimate spell to compliment. The magic phase is one big mind game. Roll your WoM, then set aside 5-6 dice on top of your big kill spell. Whether you actually cast it or not does not matter, just let them think you are while you go to town with 1PD batilla beams and low cost magic missiles. People fear the damage from 1 large spell more than the combined (and typically greater) damage from many smaller ones.

    Just 3x rippers, I would go for terradons instead. You should hopefully get to drop some rocks on enemy chaff which is needed for your build. You also will have something that can charge most of their units if you cause one of them to flee from terror. Although they cant win in a fight, they can flee push things off the table real quick. Rippers work the same, but that darn frenzy is unpredictable.

    Finally, if you are up against wood elves, lock your slann down quick. Everything they shoot is magic.
     
  3. airjamy
    Salamander

    airjamy Well-Known Member

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    Seems like a very solid list, i would just prefer the lore of life above the lore of light in this list. My rule of thumb that light is good for sauri, and life is good for dinosaus due to the buffs it gives and due to the fact you can heal models very easily with the lore of life lore attribute. Solo slann are har dto run well, and impossible to run well against certain lists (WE) it should be a good challange to keep up with your opponent in this regard. The lore of life can once again help with that, a slann with more toughness or regen does not die as hard to magical arrows.

    I thought about suggesting to split the 48 sauri unit in 2, but this seems stronger. You will rarely see combat with them, but they sat up massive area denial. Your faster and smaller base sized dinosaurs can then go bup the enemy army, as is intended. Some space for more warmachine hunters such as chameleons or indeed terradons would be great, you want to get rid of those cannons asap in this list.

    Hop you have fun with it!
     

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