8th Ed. Advice for a new fantasy player

Discussion in 'Lizardmen Army Lists' started by soccerball40k, Jan 31, 2011.

  1. soccerball40k
    Jungle Swarm

    soccerball40k New Member

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    I've entered in an escalation league and I was wondering if anyone had any advice for lists starting at 250 points and up at increments of 250 points. I keep hearing slann this and slann that but it was my understanding you couldn't use them till you were at least at 2000 points.

    I do already have some saurus warriors, temple guard, skinks, priests, cold ones, and salamanders. Been mostly just building and painting them.

    Any advice is welcome.
     
  2. Gor-rok
    Terradon

    Gor-rok Member

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    The 2000 point thing was in the old rules. Now everything is off of percentages, and the very soonest you can take a Slann in your army is at 1100 points.
     
  3. sevensevensare49
    Kroxigor

    sevensevensare49 Member

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    my 500 point army would look something like this:

    Skink Chief w/Light Armour & Shield (or Extra Hand weapon, depending on if you want 5+ armour save or extra attack)
    16 Saurus Warriors w/Hand weapons & Full Command.
    2x10 Skink skirmishers w/Javelin & Shield
    Salamander Hunting party
    total 500 points.

    at 250 you wouldn't be able to field the Salamander, (more then 25% of army total) so I'd probably go with:
    Skink Chief w/Light Armour & Shield (or Extra Hand Weapon, as above)
    10 Saurus Warriors w/Hand weapons & Full Command.
    10 Skink skirmishers w/Javelin & Shield
    total 249 points.


    just a thought.
    49.
     
  4. soccerball40k
    Jungle Swarm

    soccerball40k New Member

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    So what are the percentages if that is permitted to be posted?

    On a side note why skinks with javelins and not blowpipes?
     
  5. Arli
    Skink Priest

    Arli Moderator Staff Member

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    The percentages are 25% lord, 25% heroes, at least 25% core, 50% max special, 25% max in rare.

    Skinks with javelin are just a little more reliable than skinks with blowpipes. If you march the blowpipe skinks and are outside of close range, you lose the poison ability. Javelin skinks do not have that problem. Also, because you also get a hand weapon and shield with the javelin skinks, you get a armor and ward save of 6 (which will give them a chance at surviving).
     
  6. sevensevensare49
    Kroxigor

    sevensevensare49 Member

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    Exactly. The only better thing about blowpipes is you can double shot, but it suffers another -1 modifier. Javelins & Shields are definitely worth the extra point ea IMO for the armour & parry save. Javelins are also Quick to Fire, which means you can stand & shoot someone who decides to charge you from inside their normal movement range. Very handy.
     

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