8th Ed. 600pts in ongoing campign, new(ish) player

Discussion in 'Lizardmen Army Lists' started by Shane, Oct 3, 2011.

  1. Shane
    Skink

    Shane New Member

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    Hi all,

    I'm getting back into WHFB after playing a few games a couple of years ago and there's a campaign starting up at a local hobby store that I'm going to enter in. Each army starts off with 600pts worth of troops and as you take more territory on the map (or get victory points) your army expands. I thought I'd post the list for the 600pts of Lizardmen that I'd made to see what you guys think. If you have any suggestions for army composition or how to play this list (I know this is the list section, not tactics, but it should be ok if we're talking about this specific list yeah?) they would be most welcome. I've got a section after the list on my thoughts and queries about it. So, here it is:


    HERO Saurus Scar-Veteran
    Light Armour, Great Weapon
    Bane Head, Venom of the Firefly Frog

    CORE 14 Saurus Warriors
    Full Command

    CORE 10 Skink Skirmishers

    SPECIAL 5 Cold-One Cavalry
    Full Command

    Total points: 600



    The fact that it works out to 600 points exactly is kind of nice. Now the justifications and questions:

    I wanted to make the Scar-Vet survivable, hard-hitting and a bit of a hero killer at not too much cost. I think the magic items work well for this, targeting their general with the Bane Head for double wounds and with poisoned attacks, making it all the more likely for a wound. I originally had a shield instead of a great weapon on him, but how does the shield work exactly? Is it only for close combat or does it protect you from missiles too? And is the great weapon worth it? With the Vet's low-ish initiative it seems he'd be striking last most times anyway and the +2 strength seems like a great bonus.

    The Saurus Warriors are at 14, with the Scar-Vet making up the extra model in the unit for the full three ranks. I originally had 15, but realised it'd look a bit silly with one model at the back. I reckon I'd charge the Scar-Vet out of the unit by himself if their general was alone nearby, even though this would mean it didn't have the full three ranks. Taking out their general seems more important. I think I'll lay down a challenge to them if I'm fighting a unit with their general in it. Though, can the unit champion accept instead of the hero, leaving them to hack at my saurus warriors instead?

    The skinks are for harrassment of big blocks, taking out any high toughness creatures and generally hunting down anything nasty like war machines. Love the poisoned darts, its satisfying to take down giants and the like with them, though I shouldn't be seeing any of them in these inital matches.

    The Cold-One Cav are my hard hitters, hopefully taking out a flank or even a unit on their own if need be. I wasn't sure about the full command, it seems like a lot of points to spend and I thought they'd do well enough without it, but the guy at the game shop seemed to think it was worth it. I don't know what I'd get with the other points if I took the full command out. It's not quite enough for another rank of Saurus unless I drop the great weapon or something, but I could give them spears and have 5 more skinks or another Cav (although I only have 5 Cav models).

    So there it is! Thanks to anyone who took the time to read all this, it seems a bit long, but I wanted to explain my choices. So, please, if you have any advice/suggestions/answers etc. that would be great.

    Cheers!
     
  2. ZeeDeveel
    Skink

    ZeeDeveel New Member

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    Shields give you +1 to your save from missiles and in close combat. If used in combination with a hand weapon, you also get a 6+ parry save in close combat.

    I wouldn't take Venom of the Firefly Frog and a Great Weapon. Seems unnecessary as you'll be wounding toughness 5 on a 2+ already.
     
  3. Agrem
    Kroxigor

    Agrem Active Member

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    Seems quite nice 600 point list. Just few things that came to my mind.

    First as bane head and venom are both enchanted items your scar-veteran build is illegal. So maybe change the venom to dragonhelm for the extra point of armour save and 2+ ward against flaming. Points would be the same.

    Also I think the champion on the cold one cavalry is a bit waste of points for what it actually brings. I think I would drop that and change it either to some more saurus or magic banner for the cavalry.

    BR
    Agrem
     
  4. cyanhawk
    Chameleon Skink

    cyanhawk New Member

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    Ive actually been playing something similar. My gaming group is starting at 250 and building up as we go. Ive found that you really need lots of ranked up units. A skaven army at 600 pts is going to have multiple units with 30+ models in it. You need the extra saurus to prevent being ground down. I would drop the cav entirely and take more saurus warriors and another unit or two of skink skirmishers. You will really start to get your money out of the skinks. Since there are so few units on the board your 12" march gets you behind enemy lines very easily.

    My starting 250 pt army was all skink skirmishers. I tabled a chaos army and didnt lose a model. I just kept moving behind him and shooting at him every turn. All he could do was turn on the spot.

    I agree with what everyone else said about the scar vet. Drop the venom and take a dragon helm. Bane head should be fantastic for the small games when they only have one character. If you are allowed to change your magic items as you go, you may want to think about the stubborn crown on him. That should help that block of saurus warriors stay in combat for a long time.
     
  5. Shane
    Skink

    Shane New Member

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    Hi guys,

    Thanks for all the tips!

    I ended up dropping the Venom of the Firefly Frog and the Cold-One Cav champion and getting Gambler's Armour and spears for my Saurus block instead.

    @Agrem: Which banner would you use on the Cav?

    @cyanhawk: The Cold-One Cav did quite well in the game that I played against Ogres, though its debatable as to how much better they would have been than another block of Saurus. Their high armour save definitely came in handy and their high movement was decent for running down units too.

    Of course, Ogres are hardly a horde army, so maybe I sohuld think about dropping them in future battles.

    The Skinks were easily the best unit in the game, taking down an ogre each time it launched a volley at a unit and making a unit of Leadbelchers run from it twice! More Skinks would definitely not go astray.

    I did lose models but still won very convincingly.


    If any of you are interested, I wrote up a (rather long) battle report here:

    http://www.lustria-online.com/viewtopic.php?f=20&t=7754


    Cheers!
     
  6. Agrem
    Kroxigor

    Agrem Active Member

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    I think I would either go with the eternal flame or huanchi's. Both are decent choices for them.

    BR
    Agrem
     
  7. Shane
    Skink

    Shane New Member

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    Hey guys,

    I just made a new list for the campaign, which is now at 1200 points. Its at this link, see what you think:

    http://www.lustria-online.com/viewtopic.php?f=8&t=7997

    Cheers!
     

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