7th Ed. A couple 1000 point lists for friendly games

Discussion in 'Lizardmen Army Lists' started by Caeldan, Apr 13, 2010.

  1. Caeldan
    Saurus

    Caeldan New Member

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    So I'm still fairly new at this whole thing, and so far been playing about 750 points with all skinks. Looking to start playing a few more friendly games at local stores at around 1000 points for now (picked up a batallion box to go with what I had previously).

    So the list I'm mostly considering is as follows:
    Scar Vet on Cold One - Burning Blade, Maiming Shield (or Enchanted Shield), LA
    Skink Priest - Lv2, Diadem of Power, Plaque of Tepok (or Dispell Scroll)
    18 Saurus Warriors - Spears, Musician
    15 Skink Skirmishers
    15 Skink Skirmishers
    6 Chameleon Skinks
    4 Terradons
    Salamander with extra handler

    This works out to 1000 points give or take about 6.

    My plan I'm thinking with this army, is to use the terradons to quickly cross the field and drop whatever bolt thrower type device they put in play. Use the chameleons to hopefully march block their scariest block of infantry. Deploy my warriors up a side (debating if I want to go on the side their fast cav ends up on, or their general) to use the table to protect one of their flanks and place the salamander in the middle to be able to manouvre around to get the best fire ball shots. The skirmishers will get deployed first and just generally try to avoid other skirmish units and harass unarmored infantry blocks. My scar vet I think will advance initially with my warriors, but I may have him leave the unit to try for flank charges at some point. The priest - depending if I go middle of the road, or defensive will likely be attached to a skirmisher unit to move around with them.

    Now my other thought though....
    Scar Vet with LA, BBoC and Maiming Shield
    Skink Chief on Terradon with LA, Enchanted Shield and Laserbeam staff.
    Skink Priest with 2 dispell scrolls
    18 saurus warriors with spears, musician
    15 skink skirmishers with a brave
    5 saurus cavalry
    Salamander plus extra handler

    Which is also 1000 points on the dot.

    On this one, my Skink Chief would be still capable of taking out a warmachine crew - 3x Str5 shots with the laserbeam staff, plus drop rocks should be effective enough. He is slightly more survivable than a standard terradon unit, just the rock dropping isn't as deadly. He would be the primary march blocker as well. The priest is solely there for magic defense. The Scarvet I may still run with my warriors, while allowing the cavalry to move up on the flanks. The salamander operates independently and just looks for prime targets to shoot at, same with the skirmisher unit.


    So this is sort of a combination tactics question plus list question - as I've pretty much only used skirmishing units before, are my expectations on how to use my units good? Any other ways to tweak the armies (without really adding units that aren't listed above - I'd really like to eventually work an army that has both terradon and cavalry at this point level, but haven't figured out one that works yet)
     
  2. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    You could really go either way with MS or ES, it depends on if you want one more attack (at only -2, not -4) or if you want +2 more armour. It's your call but I'd probably go sheer destruction w/ MS.

    Taking Diadem and Plaque is counter productive. Your saving 2 PD for dispel so why increase your offensive magic? Either go w/ Diadem and DS or Plaque and DS (never leave home w/o dispel scroll).

    I would consider busting your skirmisher units to ten and getting three good units instead of two ungainly sized units.

    Looks like a solid strategy but I would definately shield your saurus w/ one of the skirmisher units so they don't get targeted in shooting or magic. This'll ensure they make it to CC. Your Saurus warriors aren't really a flank holding unit for this army, they should be the center of your force. Especially being that it's the only real true force of CC power you have in this army besides your CoC.

    If your gonna go with magic defense take the Diadem, it's the same points cost but provides more protection. Drop the skirmisher brave, he's not worth his point cost.

    I'm not sure about the survivability of the chief. He's only got a 4+ save and he doesn't have the number of wounds a unit of three terradons have (actually you have half the wound base). He can't march block either because he's not unit strength 5, he'll basically be back their waving his arms and flailing as the unit snickers and marches on at any rate.

    So this is sort of a combination tactics question plus list question - as I've pretty much only used skirmishing units before, are my expectations on how to use my units good? Any other ways to tweak the armies (without really adding units that aren't listed above - I'd really like to eventually work an army that has both terradon and cavalry at this point level, but haven't figured out one that works yet)[/quote]
     
  3. Caeldan
    Saurus

    Caeldan New Member

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    Thanks for the feedback...
    Hrrm... I actually was thinking it was an extra attack of BBoC destruction, I'll have to play with the exact army numbers but I may go with ES just to save the 15 points.

    The purpose for this has been so far in my smaller games I've mostly been playing DE. I find that having diadem and plaque is handy, because I'm pretty much guaranteed at least one attack spell (lightning or thunderbolt) which have no range, just LOS requirement. So I can use both early in the game (if I luck out on both), and then later when his sorceress is close to my units, I can store two power die and still get off a an attack spell in a round. It's a very middle of the road selection I realize - but I definitely will try playing it out with full out offensive (include grubs instead of diadem), or defense (scroll instead of plaque). Still trying to feel out my overall play style for magic phase.

    You know, that's actually a good point. I think I was going for a larger unit just to keep them US5+ longer... but really its only a difference of 1 casualty before a panic test anyway.

    Well the idea I had behind moving the saurus up the side of the table was to essentially deny my opponent one flank, and make it easier to protect my other (especially now if I break into 3 skirmish units). I can basically bring the warriors up on whatever unit he had deployed to try to flank me initially, while he has to run everything else over to the side of the table. If it works out, I can engage one of his units before the far side can join the attack.
     
  4. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    Well I see perfectly good reasoning behind all your selections and tactics. I'd personally be a little leary about having my other flank protected by 30 some skink skirmishers but if you have a couple of good rounds of shooting it should work pretty effectively.

    Most people go power hungry or defensive as far as magic. I've tried magic balanced before and I just wasn't satisfied with the results. It seemed I could really get spells off and I had a really tough time stopping their magic, if I stopped much at all. But it's all about playing style and personal preference.

    I wish you luck in your games and I hope you find your play style quickly!
     
  5. Caeldan
    Saurus

    Caeldan New Member

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    I just realized it's illegal to take PoT and Diadem together anyway, same with taking Itxi grubs and PoT... going to try PoT and Dispel Scroll.

    Slightly tweaked my kitting so it ends up at 1001 and I'm able to add a banner to my warrior block.
     

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