8th Ed. Adepticon Doubles List (Preliminary, 1600pts)

Discussion in 'Lizardmen Army Lists' started by ShasOFish, Oct 4, 2010.

  1. ShasOFish
    Skink

    ShasOFish New Member

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    Okay; my uncle and I are planning on doing the Doubles games at Adepticon this year; while they haven't released the rules for it yet, this will still prove a useful exercise in gaming (especially since we might do a more local set of games to try out this out.

    Underlying Expectations:
    My uncle has already stated his intentions to play Brettonia for the Game; given the units that I have already played against, and given what I know he has painted, I know that he can field a good number of archers and cavalry; I am also fairly certain that he plans on getting a trebuchet or two at one point or another. Given that his other two armies are Lizardmen and Dark Elves (the latter not being fielded at the moment, pending some further expansion), he is fully aware of the capabilities (and flaws) of my Lizardmen.

    We've pretty much agreed that we are going to play to each other's weaknesses; he's going to provide ranged support and a powerful mobile force (as well as providing troops that can take on the larger-size monsters), while I'll act as the anvil, and throw enough bodies onto the table to soak up any return firepower (and tying up enemy regiments for a flanking charge). I'll also provide high-end magical support

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    Lords
    • Slann Mage-Priest (Lore of Life)
    • Higher State of Consciousness
    • Transcendent Healing
    • Cupped Hands of the Old Ones
    Heroes
    • Saurus Scar-Veteran
    • Cold One
    • Light Armor
    • Enchanted Shield
    • Gold Sigil Sword
    • Saurus Scar-Veteran
    • Battle Standard Bearer
    • Light Armor
    Special
    • Temple Guard Regiment
    • Revered Guardian
    • Standard Bearer
    • Muscian
    • 11x Temple Guard
    Core
    • 2x Saurus Warrior Regiment
    • Spears
    • Standard Bearer
    • Musician
    • 18x Saurus Warriors
    • 2x Skink Regiment
    • Kroxigor
    • 10x Skinks

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    Total Cost: 1600 points
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    The intention would be to run the mounted Scar-Veteran with the Temple Guard / Slann, in order to provide a dose of additional close-combat competence (as well as getting in those I-10 attacks). In turn, the Guard would help screen him from ranged weaponry, and the Revered Guardian would serve as a small level of protection against anything that would worry me in a challenge (even if it is a bit of sacrificial protection).

    The standard bearer would run in one of the Saurus units; while a bit fragile (by our standards) he would do his part to keep the line working smoothly.

    With the Slann, I would almost undoubtedly run it with the Lore of Life; the benefits that it provides are quite substantial, especially the protective benefits that would arise, given the role that each of us would play. While the firepower he can put out will suffer, he'll still be able to throw a few dice at close(r) units, mitigating that weakness. Besides, an ally saved is just as good (if not better at times) then a foe killed.

    The skinks serve as reinforcements if any point of the line begins to falter; with their better-than-average movement, they should be able to rush in quickly enough to protect the backfield, while the Kroxigor that serves as the big-hit in the unit, in case it's something nasty that broke through.

    Everything is subject to change at this point; given the amount of time there is before Adepticon, it's still a reasonably loose list. I'm tempted to pick up some Chameleons (replacing a unit of Skinks), giving our side a chance of eliminating a war machine before it becomes a threat. Alternatively, a unit of Terradons could be fielded, or Salamanders, or something to add a bit of firepower against tougher targets.

    Any criticisms are welcome, as is any advice.
     
  2. jormi_boced
    Ripperdactil

    jormi_boced New Member

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    I am guessing you won't get to field near 1600 points in the team touney.
     

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