8th Ed. 800 Points - any major weaknesses...?

Discussion in 'Lizardmen Army Lists' started by Hasnat, Feb 26, 2012.

  1. Hasnat
    Chameleon Skink

    Hasnat New Member

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    • Skink Priest, Level 2
      Skink Priest, Level 1, Plaque of Tepok (General)

      20 Saurus Warriors, Spears, Full Command

      15 Skink Skirmishers, Blowpipes

      3 Kroxigor

      1 Salamander, Extra Handler


    After advice from many sources, this is my final draft for an 800 points competitive army list, where no more than 25% of the points may be spent on Lords'Heroes in total.

    I'm sorry for posting so many threads about this previously. Unfortunately, the best way to test an army list is to use it in battle, and in my case, such opportunities are hard to come by - so the next best thing is to see what other people, from their experience, have to say.

    What are its main weaknesses?
     
  2. Arli
    Skink Priest

    Arli Moderator Staff Member

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    If there are any war machines, you are going to be hard pressed to reach them before they start whittling down your units. Sure, if you take the signature spell on both priest, you can use the signature spell to help you stop some shooting, but you still have no good way to get to those machines.

    Also, you should be careful when marching with your blowpipe skinks because if you end up outside of close range on your target, you will potentially lose the poison ability. At the least, you will only be single tapping in that situation. You must make sure that you do not get in close range (while inside the charge arc of a target). Remember, if you are in short range, you cannot stand and shoot with the skinks. Also, you are more likely to be run down.
     
  3. Hasnat
    Chameleon Skink

    Hasnat New Member

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    Hmm. okay. Here's my new list:

    Skink Priest, Level 2
    Skink Priest, Plaque of Tepok

    20 Saurus, Spears, Full Command
    20 Saurus, Spears, Full Command

    1 Salamander


    Strange - I still won't reach their warmachines because I'll stick a Comet on them instead. I assuming no unit has the guts to charge a 20-strong Saurus block. Any cavalry fill either have the Salamander to contend with, or the magic. Any comments on this one? (I think Kroxgior died too quickly last game.)
     

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