8th Ed. 7 Secret Siglis of Summoning?

Discussion in 'Lizardmen Discussion' started by Scalenex, Aug 16, 2012.

  1. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    What goes well with us? The spell is daunting because the options are virtually limitless.

    I figure in most cases we'll want a hard hitting infantry unit to flank an enemy or a defensively loaded infantry unit to stall something. A harassing light unit could work as could a conveniently niche filling character, but the real tempation would be artillery, and I think the winning race is dwarfs because they can get to the closest to 150 points without going over. I think the reasonable strategy is to pick one army of things you might want to summon and bring a couple. That's why I'm including Lizardmen because it should be pretty easy for us to have extra LM units. Here's the shortlists I came up with based on the armies I have models for or friends that could loan me suitable models. You can tell I have a lot of respect for the power of dwarfs because they beat me so often. I also think Slayers which are usually a subpar choice would be fantastic in a game laden with giant monsters.

    Lizardmen
    75 point options
    Salamander or Razordon
    10 Skink Skirmishers with blowpipes
    6 Chameleon Skinks
    15 Skinks
    Level One Skink Priest
    150 point Options
    5 Terradon Riders
    2 Salamanders or Razordons
    300 point Options
    5 Kroxigors with Champion
    25 Spear Saurus, 27 hand weapon saurus
    27 Skink/3 Kroxigor
    18 Temple Guard and Musician

    High Elf Options
    75 point options
    Giant Eagle
    150 point Options
    Lion Chariot
    Level 2 Mage on Elven Steed
    300 point Options
    20 Sword Masters
    20 White Lions
    25 Sea Guard

    Dark Elf Options
    75 point options
    6 Harpies
    150 point Options
    25 Dark Elf Warriors
    15 Corsairs
    15 Witch Elves
    14 Crossbowmen + Musician and Champion
    Level one sorceress on Dark Pegasus
    300 point Options
    20 Black Guard with Full Command
    30 Corsairs
    25 Executioners
    27 Witch Elves with Full Command
    Master on Manticore with lance, shield, heavy armor, dragon cloak
    Level 4 Supreme Sorceress on Cold One

    Orcs and Goblins Options
    75 point options
    2 Trolls
    Goblin Wolf Chariot with extra Wolf and Crewman
    25 Night Goblins
    6 Wolf Riders with spears and shields
    Level One Savage Orc Shaman
    150 point Options
    30 Goblins with spears and shields and full command
    25 Night Goblins with 3 Fanatics
    10 Spider Riders with bows and Standard Bearer
    16 Big Un Orc Boys with additional hand weapons
    300 point Options
    6 River Trolls
    8 Regular Trolls
    12 Boar Riders with SB, spears, shields, big boy upgrade
    12 Savage Orc Boar Riders with additional hand weapons

    Dwarfs
    75 point options
    Dragon Slayer (to point at a monster)
    Runesmith (to boost dispel dice)
    Bolt Thrower and Engineer with hand gun and brace of pistols
    150 point Options
    Runelord
    Demon Slayer
    15 great weapon warriors/16 handweapon warriors and musician
    13 quarrelers and musician/10 Thunderers and Champion
    12 Hammerers and Musician
    Cannon or Grudge Thrower with Engineer with hand gun and brace of pistols
    13 Slayers and Musician
    Organ Gun
    11 Ironbreakers and Musician
    300 point Options
    11 Giant Slayers, 1 Troll Slayer or 27 Trolls Slayers
    30 great weapon warriors
    20 Ironbreakers and Full Command
    25 Hammerers
     
  2. Anton_S
    Temple Guard

    Anton_S Member

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    Great list there.

    In my last SoM game my opponent summoned an Ogre Butcher in turn 5 to grab a Fulcrum in turn 6 as we were both running low on Wizards. In my last turn I summoned an Organ Gun and killed said Butcher. :D

    Ogre casters are great at the 150 points level, especially the Firebelly as you also get a Breath Weapon. You get T5 and 4W so they are great for holding Fulcrums if you're used to having Skinks up there!
     

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