hi guys, tursday 17th of may i'l be having one of the most complicated games i have ever played.. and i was wondering if you guys would be so nice to help me with some tactical advice on making my army list. the game is as follows: there will be 8 players in the same game. 2 teams of 4 players. there are the following races: dwarves(x2), HE, WE, TK, VC, empire, and me ( lizardmen ). each general gets 1250 pts. that makes about 5000 pts per team. the thing that makes it dificult is: the teams will be dicided to prevent armys from knowing who they are up against. also there has been dicided that this will be a battel of sutch segnificance and fate that the winds of magic will be pulled from even the realms beyond! there will be 4 dice for the wind of mgic and dispellers will get the highest and the 3th highest dice for dispel. since i don't know wicht races i will be siding against and i have never played the empire. i would like the advice of some more experianced LM players.. what should my army look like, is magic a goo idea? whats the dangers at 1250pts? and your experience with any of these army's ? thoughts? and suggestions for the improvement and the quality of our game.. keeping in mind that everyone wants to be in the same game!! tnx in advance guys! if i get enough replys and it was an ejoyable game i'll post a battle report WITH PICS!!
I am assuming that, while each team gets 5,000 points, you must still abide by army percentages based on 1,250, correct?
Based on the 1250 point percentages, I would say play a non magic list. I say this because I always play a magic heavy list. I would like to play a all saurus list, but never do because I need some magic to deal with the local meta game in our club. You can provide a hard hitting core with the saurus unit as well as excellent harassers with skirmishers. Or you could go with a fast flankling unit in the skrox. I would definately include some chameleons for sniping war machines or lone casters. In this situation, I would take 2 units of at least 7 chameleons. I would also try to take 2 units of salamanders, eveyone on your team will appreciate them.
I might say try a skink priest though. Dispel scroll or feedback scroll, or even cube of darkness, end a huge magic phase.
Yeah cube would be a good idea against 4 dice magic phases. I also agree that a combat army with some salamanders and skinks is probably the way to go.
ok guys, im loving ur input, but its kind of stalled.. so here is my ist up until now, please comment Heroes (251pts) Saurus Scar Veteran (136pts) Amulet of Itzi (30pts), Great Weapon (6pts), Hand Weapon, Light Armour (5pts), Venom of the Firefly Frog (10pts) Skink Priest (115pts) Hand Weapon, Plaque of Tepok (15pts), To a Level 2 Wizard (35pts) Core (788pts) Saurus Warriors (316pts) Champion (12pts), Musician (6pts), 26x Saurus Warrior (286pts), Standard Bearer (12pts) 12x Skink Skirmisher (84pts) 12x Skink Skirmisher (84pts) Skrox (304pts) 3x Kroxigor (165pts), Musician (6pts), 24x Skink (120pts), Standard Bearer (8pts) Special (60pts) Chameleon Skinks (60pts) 5x Chameleon (60pts) Rare (150pts) Salamander Hunting Pack (150pts) 2x Salamander (150pts)
I would go magic heavy. 4 dice is like Storm of Magic, but only the best and third best for dispel is less than SoM where you get the best two so in your case you can have a VERY strong magic phase.
U sir are verry correct indeed! i was also thinking, with a bit of luck i have the dwarfs on my side.. and i could take the EoTG for the priest in stead of the scar vet? of course i would have to minimize the skink action! but that wouldnt hurt me if i was playing elves ands undead.. would it ? and then it would look more like this : Heroes (405pts) Skink Priest (405pts) Ancient Stegadon with Engine of the Gods (290pts), Hand Weapon, Plaque of Tepok (15pts), To a Level 2 Wizard (35pts) Core (697pts) Saurus Warriors (304pts) ==> Musician (6pts), 26x Saurus Warrior (286pts), Standard Bearer (12pts) 12x Skink Skirmisher (84pts) Skinks (309pts) ==> 3x Kroxigor (165pts), Musician (6pts), 25x Skink (125pts), Standard Bearer (8pts) Rare (150pts) Salamander Hunting Pack (150pts) ==> 2x Salamander (150pts) i'm feeling it might draw a lot of atention from dwarves, and empire but it could turn the tables against VC, KT, and WE. it might also prove it's uses against HE. what do you guys think?
I'd argue that the Scar Vet is good against ALL those teams, whereas an EOTG is good against half and an absolute liability against the other half.....so I'd prefer the Scar-Vet.
o nvm, i'd spent more than 25% on the priest. so no can do ... maybe some other magic heavy list suggestions ?
Slann general with Focused Rumination and Divine Plaque of Protection, Lore of Life (running solo) Scar-Vet on Cold One with Armour of Fortune and Great Weapon 29 Saurus with Full Command 10 Skink Skirmishers 10 Skink Skirmishers 6 Chameleons 6 Chameleons 1 Salamander with extra skink 1 Salamander with extra skink
I think that list is great. Your contributing one solid block for your team. And great annoying support troops. Salamanders running around separate with skinks and chamos should whittle them down nicely.
If you want to go REALLY into magic heavy, I'd take level one Skink priest with a cube of darkness instead of the Scar Vet. That will also free up 21 points. That's enough to give both skirmisher units javelins (or do whatever else you want to do with 21 points). If you want 31 points, I might go with a team of two Salamanders with no extra handlers instead of two singles. Normally I'd rather have two salamanders solo than one group of two, but the table might be too crowded to gain much from putting your sallies in two different places.
tnx for the reactions so far !! ive got another question for the magic heavy list! is the lore of life the best choise if there are 2 dwarves in the game who heve nothing better to do than dispel throne of vines with there power dice ? is light a better choise? or might this be one of those times were shadow or death is a good choise ?
Whatever happens there will be a minimum of 2 non-dwarf players on each team so both teams will be casting spells with their dice. If they dispel in their own phase it will reduce their own spellcasting. I can see you getting good value out of either Life, Shadow or Light.
Geat point! ill most propably be going life then. it'll also give me some sort of protection against misscasts.. Even if i need to cast it every turn anew.