So I'm a returning Lizardmen player who completely missed playing at all in 7th edition. A friend and I recently played our first test game at 1500 points (he was playing greenskins) which went a bit rockily for him. He was obviously frustrated as he failed quite a few animosity checks, as well as some key leadership checks. As a result he never got to combat with anything but squig hoppers and a giant, both of which I dealt with handily. He actually got a charge of with the giant on a 5 man block of CoC, they held on turn 1 then beat him on turn 2, he rolled boxcars and I ran him down, yikes! He actually did more damage to himself with Gork's Warpath than he did to me, further demoralizing him. As a result of that game (an my desire to keep him playing instead of wandering back to 40k for 6th edition) I want to play more of a "fun" army for our 2500 point game this friday. Besides, I'd much rather play big dinos than a big toad! I own every model in the line except for a BSB, razordons, temple guard, an ancient stegadon or swarms. I want to make a list with a little bit of everything so we can learn more of the rules and have lots of fun doing it! I will post a list in a few minutes, any suggestions would be greatly appreciated!
Here's the list I came up with. 2500 pts Lords Oldblood on carnosaur Armor of destiny Crown of command Venom Luck stone Great weapon Heroes Skink priest lvl 2 Cube of darkness Skink priest lvl 2 Dispel scroll Saurus scar veteran Armor of fortune Dragon helm Great weapon Core Saurus x23 FC, spears Saurus x24 FC, HW+S Skroxigor block x24 Standard and musician Skinks x10 Skinks x10 Special Stegadon Chameleons x5 Rare Salamanders x2 Salamanders x2
Welcome aboard. The list looks pretty solid. The only (slightly) weak point is magic. Even though you did not take a slann, you have the means to control at least two magic phases. I do not think I would change much, if anything aobut your list.
Thanks! Initially I was trying to make space for Gor-Rok instead of the scar vet but I just couldn't swing the points. I really like the idea of a stubborn block of Saurus and a stubborn Carnosaur! I'm unsure of how effective a unit of only 5 chameleons will be. What unit size do folks usually run them?
I have a question, I see that you have the crown of command on the old blood (making him stubborn). How are you making the saurus unit stubborn? Without combining the units, you do not have enough to make the unit stubborn. Am I missing something? As to the chameleons, at 2500 points, I would at least take a unit of 8 or 9. If you can pull the points, take 2 units of 7 or 8. That way, you can choose multiple targets if needed. If not needed, that makes the chameleons harder for your opponent to deal with because not all the eggs are in the same basket (unit).
Gor-Rok (the hero special character) has Stubborn. I believe (I am at work and can't get to my rule book) that any stubborn character grants it to a unit he joins. It's really the only thing that makes him worth the 215 points! Good catch! I had forgotten about that. I will probably swap it for The Other Tricksters Shard. It looks pretty potent for 15 points. I'll have to drop the Luckstone on my Oldblood in order to fit it but I'm ok with that.
Here's a quick update! We played our game last night, things went well overall. I was a bit disapointed in in easily my Carnosaur died, but perhaps charging the black orc lord in a unit wasn't so wise. He chewed through 4 of the wounds on the Carnosaur, ouch! I still broke and ran down his unit, then overran into a horde of night goblins and the night goblin hero with a great weapon finished him off. My oldblood and scar veteran both got picked up and put in a giant's bag, blech. Ah well, it was certainly funny at the time. ;p Otherwise I have no complaints with the list. It performed very well overall, I think I may want to change the great weapon on my oldblood to a halberd or spear, losing the only initiative 4 in the army was a bit of a bummer. Lastly (no flames, please! ;p) I've decided that salamanders are *grossly* overpowered, jeez. Skinks and Chameleons, too, though to a lesser degree. The ability to march and fire at no additional penalty beyond the normal -1 for moving is totally bonkers! Not that I'll stop using them, mind you! I just need to strike a balance so as to keep the games fun for both my buddy and I. Thanks for your input, everyone! Wish me luck in my next game!
Lol, no flames here. Enjoy those salamanders. When we get an update, I bet they are not nearly as good. Skinks and chameleons will stay the same though (probably). I forgot that Gor-Rok had stubborn.