Hey all, haven't found any lists in here for ETC's fifth draft and/or any tactics for it. Well here is my list and would like as much constructive critisism as possible. Lizardmen 2400 p Total=2400 Lord Slann Mage-Priest 395p Cupped hands BSB 50p Disciplines Heroes Skink Cheif 139p Terradon, Spear, LA, Sheild Staff of the lost sun Bane head Scar-veteran 140p Burning Blade of Chotec Sheild of the mirrored pool LA Scar-veteran 141p GW, Armour of destiny Core 15 Skink skirmishers 105p 35 Saurus Warriors 415p HW, Sheild, Full Command 25 Saurus Warriors 305p HW, Sheild, Full Command Special 3 Terradons 90p 25 Temple Guard 435p Full command Stegadon 235p Thnx for all upcoming help. // Silje
well this seem solid but i thing thereĀ“s a lack of chameleon skinks. maybe you could drop some TG and buy some. or perhaps it is possible to make the game 1500pts, i dont know.
Yeah, thats another thing I haven't really figured out yet. How do you survive a game with an Liz army that have 50% skirmishers of skinks and chameleons? How do you stand against a shooty army of an army with pure blocks? that wont work? I've only seen armies here in this forum with a LOT of chameleons and skinks? how do you use them?
Personally I Love the saurus. But we play a different game then most. We play at 5,000 to 6,000 points per army on 6x8 or 6x12 foot board with hidden deployment. 34% in characters (hero/lord kits) total and no special characters While chams are great for shooting IF your standing on top of your target, the absolute lack of CC ability IMO makes them blow. But I am not a fan of the Skink in any form other then Jav/sh skirmisher. Cohorts are ok for screening but again Skinks blow in CC for the points. Do not get wrapped up with this forums idea that skinks are any good or that you have to take a lot of them. But, since 6th ed i have only won 98% of my games so what do I know .
Chameleon skinks are essential in this edition, because of the changes made to warmachines and especially the changes to the scouting rule. The chameleons can deploy 12 inches away from a warmachine, and then easily close in and take it out with their poison shots. Especially if you are running a stegadon, which many of us do, then you need a way to take out a warmachine on turn 1, to minimize the chances of losing your steg early. You definitely don't need to have %50 of your army be skinks though, the core of the army is usually saurus, unless you are going for a skink theme. The other type of skinks, the skink/krox unit, is a unit most people work into their list because it has speed and can have a high number of ranks, so it will be steadfast. Also, the kroxigors can't be attacked in close combat and can strike with impunity from the second rank. Don't try to use it like a saurus block, ramming it headlong into enemy infantry. It really shines against big monsters and other light targets, and against enemy flanks. Shooty armies aren't a huge problem in this edition, because there isn't really the long slow march across the table anymore. Combat is joined rather quickly, so most armies won't really attempt gunlines.
Drop chief and Terradons, take chamos, 2x8 is nice Cupped hands not worth to take with ETC comps, I recommend Banehead+ Feedbackscroll combination, TG'd like to have banner of +1M I've posted several lizzie lists with ETC comps here (before draft V however, but didnt effect my list at all) Dunno if Stegas are still worth it. If you are using LoLife then maybe.
The chief on terradon is probably not worth it. I have ran him a few times but he doesn't really do much. Chameleon skinks are better at warmachine killing. I feel that 1 steg will die pretty quckly as no one wants him impact hitting them. He'll be the first target for a cannon etc. Bigger saurii blocks are probably better and the setup Juhaha stated for the slaan.