I'm new to Lizardmen and was hoping that some of you well more experienced players could offer up some advice on the 3k list I am thinking of doing. Any honest advice would be greatly appreciated. The List: Lord: 490 Slaan - (Lore of Life) >Focused Magic >Focused Rumination >Higher State of Consciousness >Unfathomable Presence >Cupped hands of the Old Ones >Dragonfly of Quicksilver >Shrieking Blade Heroes: 570pts Tetto'eko Tiktaq'to Core: 752 Skink Skirmisher(10) x4 Skink Skirmisher(16) Saurus(30) >Champ >Stand >Muso Special:637 Chameleons(6) Terradons(5) Temple Guard(20) >Champ >Burning Blade of Chotec >Muso >Standard >>Sun Standard of Chotec Rare: 550 Anchient Stegadon Anchient Stegadon Total: 2999 pts
I would only take two units of skink skirmishers, drop both ancient stegs, drop the terradons, and both special characters. Take another unit of saurus warriors, at least 2 salamanders, an EOTG, and at least 1 scar vet to pump the saurus units.
Although it is nice of you to respond I was hoping maybe for more reason behind why you would make such changes rather than just what I should take. If you would be so kind as to explain why you would make those changes rather than what was presented.
Hi, Looks like Tetto is not such a cool character anymore thanks to the feedback I have been getting from my local GWS. His "HERALD OF COSMIC EVENTS" means that now when you roll any double and you get irresistible force for that spell, it also now counts as a MISCAST! So maybe he is a bit risky, way to easy for him to go poof and take out his unit, perhaps you could try and get a Skink Priest on an ancient steg and the engine instead.
Lords Slann: Drop Higher State and Unfathomable, add Becalming. Your Slann will be have to be in the temple guard and very well protected there, Becalming helps you stop the only thing you should really be worried about-- IF insta-death stat test spells. You should also make him your BSB, it's very powerful in 8th to reroll any leadership test, especially with our cold blooded rules. Add a magic banner to taste on the slann, I like the standard of discipline, very cheap and it makes your temple guard the next best thing to unbreakable (stubborn ld 10, coldblooded, rerollable). Cupped hands is great, Shrieking blade is iffy (TG with slann are ITP, the things you'd want to drop to WS1 are going to have high leadership or be immune and the things it would work on most often your TG will rip through anyway.) Drop Dragonfly, it's a waste of points. Heroes All of our special characters are terrible, don't let anyone tell you differently; They are all far to expensive for what they bring to the army. You can get a lot more out regular heroes kitted out the way you want them; I suggest a skink priest (not on EOTG, far too easy to kill him off now with characters moving within a unit, so now it's a 300+ point support unit that doesn't do that much supporting) with a dispel scroll and at least one scar vet for every unit of saurus. Use the leftover points to bring more troops. Core The 30 saurus are very solid, might want to try to squeeze in a second one. The unit of 16 skirmishers is a waste, far too big especially with the new skirmisher rules. I would suggest using them as the basis for a Skrox unit, which are surprisingly good in 8th-- 22 skinks 2 Krox, FC are fast, maneuverable, and can put out a lot of pain and stick around longer than you'd expect-- just add flesh to stone (+4 toughness) and laugh as knights bounce off you... Depending on your metagame, 4x10 skirmishers might be too many, their best targets (fast cav and big monsters) just aren't as prevalent as they used to be. Special Temple guard look good, I assume you want to run them as 6x4. Chameleons also look good, 6-8 is the best set up for them (I like 8 just for the better odds of putting 3 poison shots on a war machine-- which is their primary target). Terradons should stay in units 3-4 otherwise they get too clumsy, either drop one or add another and split them into two units of 3 (I'm not a big fan of them in 8th, they lost a lot of their best features.) Rare I like ancient stegs, but you really really really want salamanders-- march and shoot and no partials means lots of hits, -3 AS and autopanic are awesome, on top of that, they're cheap for what they can do. Run two units of 1 and use the leftover points as a starting point for a second unit of saurus or for the skrox units I mentioned earlier. I don't know what types of missions you play, but if you do the ones from the rulebook and roll breaking point, you'll auto-lose from not having enough banners. Just something to consider.
Thank you very much for the excellent advice. As far as heroes go I really like Tiktaq'to, he has been hugely successful in my few games thus far. Being able to come in from any table edge has helped me finish off some of those pesky war machines and enemy mages very efficiently. As far as Tetto'eko I have never used him before and I like that he has all heavens spells and d3 redeployment. His Herald ability I thought would not cause miscasts since it says on pg34 of the core rulebook that irresistible force cause through special abilities would not cause miscasts, only double 6s do... making him almost worth it in my opinion. I greatly dislike Scar vets, every time I have used one in my saurus the SV has not done anything notable. He just dies, then my unit gets over run usually. I think I may have just had really bad luck with them though. I will probably make the unit of 16 skinks into a skrox unit as you suggest though I have not had much luck with these. The terradons I am gonna leave at 5, just personal preference I was torn between taking 2 salamnders or the 2nd Steg. Still a bit unsure since I like both so much, I may be able to fit a few in anyway. It'll take me a bit to revise the list but I will post it here soon to let you have another crack at it. Again, thanks for the great response!, it was really helpful!
I have to say, for stegs I follow the imperial guards tank philosophy, One is bad, two is good, 3 is better, You need to spam targets, With just the one, you run the risk of your oponent throwing everything at it, With two or three you force him to either split his fire and hope he nuetrilises them, Or focus on one and let the other two through, It's a psychological thing more than anything else,
Okay, revised the list, tell me what you think. I left in the special characters because I really feel they are worth it for this list, anyway, please let me know what you think now. Lord: 495 Slaan - (Lore of Life) >Focused Magic >Focused Rumination >The Becalming Cogitation >Higher State of Conciousness >Cupped hands of the Old Ones >Battle Standard Heros: 705 Tetto'eko ("Hides" around the Skirmishers) Tiqtak'to (To go with Terradons) Scar Vet (To go in Saurus) >Shield >Glittering Scales >Burning Blade of Chotec Core:796 Skink Skirmisher(10) Skink Skirmisher(10) Skink Skirmisher(10) Saurus(30) >Champ >Stand >Muso Skinks(22)/Krox(2) >Musician Special: 294 Terradons(5) Chameleons(6) Chameleons(6) Rare: 700 Anchient Steg Anchient Steg Salamander >Extra Handler Salamancer >Extra Handler
I like it, although only having 2 blocks might hurt in certain senarios, I'd also be temped to take fire instead of life, since you won't be using the regen spell and you only have the T booster and the regrowth spell to cast every turn, The others are remains in play or short ranged, Or take a priest and hope for some lightning spells
With the new vanguard rule you can have your regular terradons 8 inches into the enemy deployment zone on turn 1, and if you go second you can charge as well. 315 points can buy you a second unit of 5 with plenty of points to spare, just to put things into perspective. Definitely try him out, but I end up using almost all my power dice on my slann every turn. Heavens is rather "meh" compared to most of the rest of the lores IMO. What builds were you using and how did you use them? They're heroes with lord line stats that can be used in many different ways, I've never been disappointed by them. Use them as flankers and in combo charges, you will love them. No worries at all, you can take all the advice in the world but to win you have to tailor the army to your own tastes and preferences. I was the same way, until I got my first template hit on a horde unit... now I'll never leave home without them.