8th Ed. A Load of Lists - 1000pts/1250pts/1500pts

Discussion in 'Lizardmen Army Lists' started by Khakorlot, Feb 16, 2011.

  1. Khakorlot
    Saurus

    Khakorlot New Member

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    Well, i've been brewing up some lists in head and i've got a few written down, only I don't know if they're any good. I have two 1000pts lists; two 1250pts lists and one 1500pts list:

    1000pts
    List 1

    Lords:
    Khakorlot - Saurus Oldblood w/ Sword of the Hornet, Armour of Destiny, Bane Head -

    Heroes:
    Lvl 1 Skink Priest w/ Rod of the Storm/Dispel Scroll -

    Core:
    19 Saurus Warriors w/ Standard bearer and Musician -
    10 Skink Skirmishers w/ Javelins, Shields and Brave -
    10 Skink Skirmishers w/ Javelins and Shields -
    Special:
    5 Chameleon Skinks -
    5 Chameleon Skinks -

    Rare:
    1 Salamander w/ Extra Handler -
    1 Salamander w/ Extra Handler -

    Total - 998pts

    List 2

    Lords:
    Khakorlot - Saurus Oldblood w/ Sword of the Hornet, Armour of Destiny, Bane Head -

    Heroes:
    Lvl 1 Skink Priest w/ Rod of the Storm -
    Lvl 1 Skink Priest w/ Dispel Scroll and Ironcurse Icon -

    Core:
    19 Saurus Warriors w/ Standard bearer and Musician -
    10 Skink Skirmishers -
    10 Skink Skirmishers -

    Special:
    Stegadon –

    Total - 996pts

    1250pts
    List 1

    Lords:
    Khakorlot - Saurus Oldblood w/ Sword of the Hornet, Armour of Destiny, Bane Head -

    Heroes:
    Lvl 1 Skink Priest w/ Rod of the Storm/Dispel Scroll and Curse-Charm of Tepok -

    Core:
    19 Saurus Warriors w/ Standard bearer and Musician -
    10 Skink Skirmishers w/ Javelins, Shields and Brave -
    10 Skink Skirmishers w/ Javelins and Shields -

    Special:
    5 Chameleon Skinks -
    5 Chameleon Skinks -
    Stegadon –

    Rare:
    1 Salamander w/ Extra Handler -
    1 Salamander w/ Extra Handler -

    Total – 1248pts

    List 2

    Lords:
    Khakorlot - Saurus Oldblood w/ Sword of the Hornet, Armour of Destiny, Bane Head -

    Heroes:
    Lvl 1 Skink Priest w/ Rod of the Storm/Dispel Scroll -
    Scar Veteran w/ BSB, Talisman of Preservation, Ironcurse Icon, Light Armour and Shield –

    Core:
    18 Saurus Warriors w/ Standard bearer and Musician -
    10 Skink Skirmishers w/ Javelins, Shields and Brave -
    10 Skink Skirmishers w/ Javelins and Shields -
    10 Skink Skirmishers –
    Special:
    6 Chameleon Skinks -
    6 Chameleon Skinks -

    Rare:
    1 Salamander w/ Extra Handler -
    1 Salamander w/ Extra Handler -
    Total - 1249pts

    1500pts

    Lords:
    Slann Mage-Priest w/ Focus of Mystery (Life), Focussed Rumination, Becalming Cogitation –

    Heroes:
    Lvl 1 Skink Priest w/ Cube of Darkness -
    Scar Veteran w/ BSB, Armour of Destiny and Shield –
    Core:
    19 Saurus Warriors w/ Standard bearer and Musician -
    10 Skink Skirmishers w/ Javelins and Shields -
    10 Skink Skirmishers w/ Javelins and Shields -

    Special:
    16 Temple Guard w/ Mus. Std. and Revered Guardian w/ Gold-Sigil Sword –
    Rare:
    1 Salamander w/ Extra Handler -
    1 Salamander w/ Extra Handler -

    Total - 1498pts

    Since the post format is really buggy for some reason, i'm gunna shut up here, as I can't see what i'm currently typing.
     
  2. SeBM
    Terradon

    SeBM New Member

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    For 1k, I suggest list 1. For 1250, list 2 and for 1500, your list looks really good :D.
     
  3. MasterSlann
    Cold One

    MasterSlann New Member

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    those skink priests in the lower point lists need to be lvl 2's. possibly with a plaque of tepok, otherwise they are going to be useless;only having 1 spell isn't going to be very useful. giving them lvl 2 plus the plaque gives you some magical versatility with spells and a better bonus to cast. all for 50 pts :D
     
  4. Khakorlot
    Saurus

    Khakorlot New Member

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    Concise and to the point; thanks =D

    What stopped me from making them level 2s is the lore itself, it's a pathetic lore unless you get lucky with some of the spells and your WoM roll.

    Iceshard is fine; Harmonic Convergence relies on you rolling 1s to hit, wound and for armour saves, and doesn't help against the 2/3s you'll also be failing on with some of them. Wind blast is shockingly bad, D3+1 inches isn't great, you're shifting whatever back by between 2-4 inches, but with charges now being random etc. it could be pointless. Pushing that unit away 3 inches only for them to roll a 9 for the charge and have inches spare is rubbish, and the only way to make it slightly good is by boosting the cast to just under that of Chain Lightning. Curse of the Midnight Wind relies on enemies needing 5s/6s, anything better and there's a good chance they'll pass the re-roll too; only ever useful against poisoned/killing blow units.

    Now that it doesn't ignore armour, Urannon's Thunderbolt isn't great for what it needs to cast. It might be S6, but you're shoving a lot of dice into casting it and relying on scoring 4-6 hits for it to do any significant damage. Comet is useful, and the extra power if you manage to get that raised cast off is great, but you'd leave any other wizards you have with next to no power dice left if you want to get if off without it being dispelled. Chain lightning is an absolute joke; basically an expensive Urannon's Thunderbolt that has two-thirds of a chance of hitting another unit within 6", both relying on getting a 3+ and relying on there being a second unit. Without the second unit, all you're doing is casting Urannon's Thunderbolt.

    May seem a bit ranty, but I just don't see the point in having more than the comet and iceshard blizzard, the rest of the spells are too situational to spend 35/50pts respectively on. My plan with them right now is simple; rain iceshard blizzard on enemy war machines/ranged units to keep them pinned so my Stegadon can have its way with whatever takes its fancy as the saurus advance in its wake, with skirmishers on the flanks. Heavens doesn't really have any other spells that leap out as being better then Iceshard Blizzard at complimenting this tactic.

    As for the priests in the other lists; they're simply magic defence. I'm not relying on them to do anything because their lore is crap. 50pts Is a lot to spend on something that doesn't really have much in the way of power; there's also the question of where to get 50pts from; I don't really want to drop the Oldblood because he's crazy, being one of the rare lords that is low-costed enough to fit in 1000pts, but also powerful enough to bulldoze most other things he'll meet; everything else is either barebones or would be hamstrung by removing 50pts worth of stuff. The skirmishers can't give you more than 26pts, the chameleons would need to have a unit removed. The saurus would be down by a whole rank (maybe at 1000pts this is fine, but moving into 1250pts it might become an issue).

    Thanks for the input, just not sold on beefing up a character that dies to a stiff breeze and has a large chance of not being worth it.
     
  5. The Hunted
    Carnasaur

    The Hunted Active Member

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    For your 1000 points list:
    The first list is probably better. Dual salamanders is very powerfull.

    For your 1250 points list:
    I would go for the first list.
    You have enough supporting units PLUS a stegadon.
    In your second list: you have more supporting cast...but nothing really to support. Now ofcourse your support can do a lot. But I think your stegadon is surely something your opponents are very afraid off. More afraid than the extra support you run in the second list.

    And I'm guessing you really don't want to downgrade your old-blood to a scar-veteran? Because this would free up some points which can be used quite well in both the 1k and the 1250 list. :)

    1500 points list:
    Rock-solid. However, you really do trust on your slann to pull it off for you. No 'stand-alone' heavy-hiters. Just an all-round army with a mighty slann. And your mightly slann can be warped into the abyss with a nasty miscast all too easy. Be alert on that!

    For all the lists:
    Why the jav&shield skirmishers? Is it because you modeled them like so, or because you prefer them over the blowpipe cousins?
    Why the skink brave? I'm guessing you had some points left and didn't know what to do with them :)
    Simple question: Why no spears? I don't want to start a discussion here, but I was just wondering. Personally, I like spears. That's why I ask ;).

    You're obviously not into heavens magic, so a defensive setup is the wise thing to do. Looks pretty good.

    That's it! Remember that all advice is partially given on personal preference, you should play with whatever you like playing with.

    The Hunted
     
  6. Khakorlot
    Saurus

    Khakorlot New Member

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    Thanks for the feedback :)

    Not too hot on downgrading the Oldblood. It would free up points, but I prefer the devastating potential, especially at 1000pts; having 250pts to spend on a lord means that most armies will only be able to half tool them anyway. At 1250pts, I can start using my Tzeentch Chaos Lord with my WoC, and he’s pretty dangerous, so I’d imagine other army books can start to wake their lord now too, so it’s more about killing them off.

    I am relying on my Slann a lot (probably not wise considering his terrible Death:Game ratio of 3:4, all 3 deaths due to blowing himself up with a simple spell and failing cupped hands; but that was in 7th and he’s got a funky life-base, so I hope he’s pleased enough to perform better), and I took life because it freed up points for Cogitation. I could’ve gone Light and taken cupped hands, but I guess I like to be a bit more dangerous and rely on Throne of Vines to sort out miscasts.

    Jav-shield skirmishers is because of the priest. He’s going to be hiding in there, and if they get into combat then they’re going to need some staying power to allow him to escape and join the other unit. He’s going to start off in the unit with the brave so that he can dodge a challenge if the worst comes to the worst and perhaps survive a turn longer. The majority of my skinks are also javs (converted half my blowpipes to chameleons).
    As for spears, I don’t know really. I could try and scrape points together for 5 more Saurus in the 1.5k list or 6 in the 1.25k and run them 6x4; I think I just prefer being able to hold an enemy in place, although if I can get my Saurus toughness 6/8 with a nice regen from the life Slann, then I can see them being able to take a hit with spears without needing to run them as shields just in case.

    Also, what gave away my hatred for heavens magic? ;)

    EDIT: Just noticed all the total unit costs were missing and noticed you told me not to put individual costs for units; to my knowledge this doesn't breach anything that GW have asked forums not to, only individual costs for each model and each upgrade. I just want to know why total unit costs cannot be posted in addition to the costs of individual items.
     
  7. Khakorlot
    Saurus

    Khakorlot New Member

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    . for some reason I hit quote instead of edit.
     
  8. The Hunted
    Carnasaur

    The Hunted Active Member

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    I'm not so keen on lords in low points battles, but hey: that's just me! :D

    Thát should to the trick!

    Staying power? combat? We're talking about skink skirmishers here, right?
    They should only enter combat when you charge. And only enter combat when they actually stand a chance. Which is against, say, war machine crew, depleted unit of archers, wizards and that's about it!
    I understand you want staying power, but I think we both know that T2+shield isn't that much staying power...
    The modelling part I understand. Chameleons rock!

    Answer given to my question. And it's always good to think twice about something :).

    This...was a gamble, I guess.

    Forum rules: Here
    That's why :), nothing personal! No hard feelings?

    Overall:
    Looking good, try posting some battle reports for more feedback (if you want to ;)).

    Good luck in your battles!

    The Hunted
     

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