8th Ed. Advice for 2500 Tourney List

Discussion in 'Lizardmen Army Lists' started by kylethebfg, Feb 16, 2014.

  1. kylethebfg
    Jungle Swarm

    kylethebfg New Member

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    I haven't been playing Lizards all that long and just recently started to get into more of the mechanics/maneuvering as I've slowly been adding to my army. I came up with this list for a tournament in April and haven't played too many games of this size so any tips would be greatly appreciated.


    LORDS:
    Slann
    wandering deliberation, harmonic convergence, and channeling staff

    HEROES:
    Scar Vet
    bsb, armor of fortune, and shield

    Scar Vet
    dragon helm, dawn stone, great weapon, light armor, and cold one

    Skink Priest lvl 1
    lore of heavens

    CORE:
    Saurus Warriors X 24
    spears shields, musician, and standard

    Skink Cohort X 18
    2 krox, musician, and standard

    Skink Skirmishers X 10
    javelins and shields

    Skink Skirmishers X 10
    javelins and shields

    SPECIAL:
    Temple Guard X 18
    standard of discipline, and musician

    Cold One Riders X 5
    spears and shields

    Ripperdactyls X 3

    Ripperdactyls X 3

    RARE:
    Ancient Steg
    sharpened horns

    salamander
    extra handler

    salamander
    extra handler


    Basic tactics with this is to have the BSB hanging out with Saurus block to try to keep them around a little while longer in combat, have the Skrox and the Cold Ones accompanied by the Scar Vet to try to get flank or rear charges, Salamanders would be offering cover fire and taking shots at squishier units, Slann of course will be with the Temple Guard to offer LD 10 and magic support to units that'll need it, Rippers will be war machine hunting or going for vulnerable enemy units, the Priest would be moving around with one of the Skirmisher untis to try and take advantage of arcane vassal to extend the Slann's offensive spells, and hopefully have the Steg moshing from one combat to another to avoid being shot to death. Big question I have is should I combine the Rippers and Salamanders to make them more survivable or keep them separate for more board coverage? Huge thanks in advance for the help
     
  2. goomba
    Skink

    goomba New Member

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    I'd leave them both separate. Gives you the option to double up your salamanders if you want or to cover flanks, the rippers can hit two machines at once if you need. Ranked rippers will lose their attacks and if they get caught by something that can kill 3 they will handle 6 all the same.
     
  3. kylethebfg
    Jungle Swarm

    kylethebfg New Member

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    Yeah that's what I was thinking. Doubts arose when I was looking at different list builds at 2500 which did have more salamanders per pack and ranked up rippers. I guess I'm just going to have to play as many practice games as possible to get the list deployment and maneuvering down. Really appreciate the feed back goomba.
     
  4. shelman
    Skink

    shelman Member

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    I don't think the BSB Scar Vet is necessary. You're probably better off running a BSB on the Slann with standard of discipline and then using the spare points to bulk out the Temple Guard.

    Other than that it's reasonably solid. I do prefer Beasts on my Priests though for Wyssans. But that's just preference.
     
  5. Madrck
    Temple Guard

    Madrck Member

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    I've always found when running saurus that wyssans does more work. Of course if your hoping to punt for comet thats fine too.
    I'd also drop the scarvet BSB add it to the slann for ld 10. better spirit leaches.
    Def keep the rippas separate. You get 2 toad markers that way and they are either going to hit or get wiped out in my xp. Also I find toading infantry normally the better choice.
    Don't have enough xp with multiple sallies to comment but everybody says more units is better
     
  6. kylethebfg
    Jungle Swarm

    kylethebfg New Member

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    Thanks for the input you guys. My biggest concern with making the Slann the BSB is putting my eggs in one basket. Purple sun or any other spells that require an initiative test and there goes my general and BSB in one swing. Main reason why I was thinking of taking heavens for the Priest is possibly getting one of the bigger spells that could come in handy or just taking iceshard for the -1 to hit and leadership which has proven pretty useful in the past. Wild form on a lvl 1 has proven annoying to cast and the Slann already has the spell with wandering deliberation and giving me a better chance of casting it on the block of Saurus or any other unit. Giving the Temple Guard the banner of discipline still allows the Slann to give leadership 10 to the other units. Also spirit leech uses the unmodified leadership for the test so the Slann will be using his leadership 9 with the banner or not sadly :/
     
  7. goomba
    Skink

    goomba New Member

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    You get a lookout sir roll against template spells an since your slann in temple guard auto passes he's safe
     

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