8th Ed. 800 Points Competitive

Discussion in 'Lizardmen Army Lists' started by Hasnat, Feb 18, 2013.

  1. Hasnat
    Chameleon Skink

    Hasnat New Member

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    I'm trying to build an army for use in competitve games which is no more than 800 points. There are no further selection rules except that the Lords/Heroes limit is now combined (i.e. I may spend no more than 200 points on Lords and Heroes in total).

    I'm considering a Salamander, two units of 20 Saurus w./ FC, 10 skirmishers, and Skink priest w./ lvl 2 ruby ring & diadem. That is 800 exactly.

    What do you guys think?

    Thanks.
     
  2. Rettile
    Ripperdactil

    Rettile Active Member

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    i'd use:
    a skink priest, lv 2, plaque of tepok (good chanches to have the spell you really need, but the ring is nice too)

    2x20 saurus warriors

    10 skink skirmishers or 7 chameleon skinks

    2x1 salamander with extra handler

    I tried to not change your list too much, because I think if you planned to use that list you like it, but it could be a hard list to play because you don't have so much hitting power, but at 800 points i hope you shouldn't need it
    the strategy is to kill more enemy models you can with offensive spells and salamanders before they can charge your warriors, so you should destroy them in combat
    skinks are there to screen something, give a look out sir to your priest, hunt war machines, redirect, ecc ecc
    you could be in troubles against an enemy fighter hero, though, or against high toughness armies
     
  3. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    The Diadem of Power is very very good, arguably broken, in low point games. I'd take that instead of the Plaque of Tepok. You'd have to drop the Extra Handlers though.

    Both are pretty good lists. This is a tough level to build for.
     
  4. Hasnat
    Chameleon Skink

    Hasnat New Member

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    I may be wrong but the list you suggested seems to be over the 800 points limit - about 840 points by my calculations.

    Your strategy is interesting. I had planned to use the Saurus to march straight up to the enemy lines and batter them. However, I have not yet faced a decent fighter hero at this points level as most people seem to play wizards, and nor have I faced elite non-elf infantry or knights. I also find that the skirmishers seem to do their fair share of damage and rather good at redirecting. I also tend to use the skinks and two saurus units in tandem to try and trap a particularly nasty enemy unit. Given that the Scar Veteran is the only fighter hero option Lizardmen have at this points level, would you include him and if so, how would you counter the possibility of a decent enemy magic phase?

    Indeed, the Diadem of Power is brilliant. I have it in case someone gets Pit of Shades, etc. and it allows my priest to serve as both and offensive and defensive wizard. I have a particular phobia of ethereals, and that is why I have the Ruby Ring - but it is still a useful spell, D6 Str 4 hits have their uses.


    However, the big question: how would Lizardmen deal with fighter-heroes and magic at the same time (Vampire... ahem, cough... Vampire) at this points level?
     
  5. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    You could take:

    Skink Priest
    Diadem

    Scar-Vet
    Venom
    Light Armor
    Charmed Shield
    Luckstone

    That would give you a spell, a great dispel pool, and a fighty character with 4 poisoned magical attacks who can ignore the first hit on him on a 2+ and gets to re-roll his first failed armor save of 3+. Not too terrible. Plus he's still toughness 5.
     
  6. Rettile
    Ripperdactil

    Rettile Active Member

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    you're right, Hasnat, i got wrong
    you're also right on vampires, but i think that expecially at this point level a vampire counts player will prefer support his units than use offensive spells. And the problem of a fighter and wizard hero is that he can only do one of the two things in the same moment, so if he equip his hero both for fight and magic, it can be a point waste
     
  7. Hasnat
    Chameleon Skink

    Hasnat New Member

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    That is a good point. I think, however, that a Vampire can be built for close-quarters fighting but he can still have a good dispel ability and quite likely be able to support his units using magic (by which I mean magical buffs, not offensive damage spells) as well. Moreover, such a character could quite easily hammer a Scar-Veteran in combat.

    I have tried similar builds previously and they work well. I like to use my skink skirmishers in a very aggressive, "in-your-face" way and because my priest is not my general, I can afford to lose him or I could place him and the veteran in the same Saurus unit - the priest still gets Look Out Sir! rolls and my champion or maybe my Scar Veteran can take care of the challenges.

    However, I'd have to drop something in my current list because I need 50 points to accomodate the Scar Veteran. Any ideas?
     
  8. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    The command group is 30 points. You could run them like Rettile suggested as barebones units. Or you could drop the extra handler and both champions and both standards. Or combine the points from the musicians and get a standard for one of the units. Or you could drop one command group and 2 Saurus, then combine the rest into one unit of 38 with full command. Or drop 2 Saurus from each unit and lose one musician.

    Again, tough level to build for.
     
  9. Hasnat
    Chameleon Skink

    Hasnat New Member

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    Indeed. If I use one massive unit of Saurus, then I'd have to take the Crown of Command.

    How about Kroxigor at this points level?
     
  10. Hasnat
    Chameleon Skink

    Hasnat New Member

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    • 1 Skink Priest, Level 2, Diadem of Power, Ruby Ring of Ruin
      2 x 18 Saurus Warriors, Standard only
      10 Skink skirmishers
      2 x 1 Salamanders w./ extra handler each
      = 796

    Is this better?
     

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