Still tweaking but would like some feedback. Slann (Life) rumination mystery Becalming Cupped Hands Ironcurse Icon Old Blood Cold One Blade of Realities Gamblers Armour Dragonbane Gem Chief A. Steg War Spear Light Armour & Shield Chief A. Steg BSB Banner of Eternal Flame Saurus x 66 Steg A. Steg A. Steg Slann /OldBlood are in the unit of Saurus, the Stegs will flank the Block. Old Blood is Monster Killer (sic him on Giant Spiders, Stegs, etc) / Cold One so OB can not be stomped. Side effect of having OB in block is that block becomes stupid correct? BSB Steg will shoot anything with Regeneration first, followed by shooting from everything else, the hope is that 4d6 poisoned / flaming attacks will put at least a couple wounds on a Hydra/Hell pit, then the other Stegs can pump it full of shots and put it down. Do poision and flaming stack or is one or the other? Better to have BSB on Ancient using Blowpipes or Regular Steg with Giant bow? Which has better chance of wounding say a Hell Pit? Thoughts?
flaming poison shots... Don't see why not... Yep stupid character make whole unit stupid, but don't wory chances are reallll slim... like once every 4 games slim.
My big delema right now is making a list for the second round that will be fighty but yet yeild defense. I have been scratching my head a bit on what lore to give my slann, Life or Shadow.
Are you ok running a list with no dispel scroll? I like this list for the 1st mission but not the 3rd. Drop a stegadon and add another block of some sort to get another banner. The Slaan might work out better in a bunker unit of skink skirmishers.
Yes I am nervous about running without a Dispel Scroll, but I just could not fit it in. And I am maxed out on Hero points as well. I thought about adding a couple 10 man units of Skinks on the outer flanks as harassers, suppose I could use a unit to protect the Slann, but I really want him in the Saurus block to cast the Earthblood and give them Regeneration. As far as dropping a Steg, I am not ready to give up on my 5 Steg list just yet, but I have a couple test games this week we will see how it goes and will adjust accordingly.
I'd drop 'Rumination' and just buy Plaque of Tepok on him, does much the same thing for much cheaper. I'd drop 'Becalming' and take 'Unfathomable' instead, it's got more utility vs the longer range spells. 'Cupped Hands' is sorta uneccessary with 'Life' (cos you just cast 'Throne' and laugh at miscasts), I'd take a Cube of Darkness instead (it's a super-evil dispel scroll). Ironcurse Icon is complete garbage, you already have a 4+ ward on him, and you should have an Engine of the Gods giving them a 5+ ward anyway. Woah, went all out of him. Btw, aren't you over your Lords allowance? 25% remember. I'd cut down this guy a lot. 'Blade of Realities' is very chancy, and most characters have excellent Leadership (not to mention, they can just re-roll a failed test if they are in BSB range). I'd take 'Sword of the Hornet', its cheap and solves your speed problem. Using the spare points, I'd drop his armour and take Talisman of Preservation instead. Better ward save to back up his already good armour. You'll also have to drop the Cold One (not a huge loss, means you don't test for Stupidity). You should turn one of these into an Engine of the Gods dude. I honestly don't see the point of trying to make a Skink Chief decent in combat, it's a lost cause (especially when people snipe you off your mount with cannonballs etc). At least with EOTG, you can hide behind the Temple Guard and no have to worry about charging the enemy. Also, that Banner of Eternal Flame is wasted on your blowpipes, take it on your Temple Guard instead. A lot of eggs in one basket. Also, the Slann ends up in the front rank, which means all it takes is one enemy close-combat character to get into btb and he's dead. Salamanders don't appeal to you? I mean, if you've already got two Ancient Stegs in Heroes, you probably don't need two more. Sallies would get you some badly needed ranged firepower too, and more Flaming attack never hurt. Dunno why you're passing up Temple Guard w/Flame Banner, they'd make a much better bodyguard to your Slann.
Blade of Realities, why? Enemy will likely get rerolls for LD checks, and daemons still have their obsidian armour :/ I'd drop oldblood and take 2 scar vets on cold ones, Have used 2 in several games so far and they work well also, why bsb on chief?
I agree about the Sword of Realities. Now that you can reroll your leadership in all cases with a BSB. You will have a hard time actually killing things. Plus that is a lot of points to put on a weapon that may or may not do its job. I think if you were to use the anti- heroes sword or the Piranha blade and the sword of the hornet would be better than the Blade of realities for half or lower the cost. I also dont get why you guys plan on putting scar vets on coldones then putting them into a saurus block, what is your reasoning behind this. Is it just for the +2 AS? Also I didn't realize you could put a coldone in a unit of saurus. About the chief BSB is that he put him on the Ancient Stagadon and now gets the 18 inch leadership BSB instead of the 12 inch. But I would not waste that eternal flame banner on the Ancient. Give him the banner of swiftness or a sun standard for added shield.
2d6 Flaming /Poison Shots or a d6+1 Flaming Impact hits on an A-bomb or a Hydra will generally put it down. Also 18” Inspiring presence. @Taipan 25% of 3000 is 750 I am at 750 Rumination and the Plaque of Topek are nothing alike. Rumination gives a free extra die for each casting attempt Topek gives you extra spell, perhaps you meant Mystery. The reason for Mystery is I like always having all the spells I want and if I take the plaque I cannot take Cupped hands. Cupped Hands is for strategic miscasting and trying to shine the other guy’s caster, let him get cast into the void and still get my spell off. Also in 1st mission of round 2 of Ard Boyz every time you cast a spell you roll a d6 on a 1 you suffer a miscast. It is just extra insurance (not sure if that will work) Ironcurse Icon gives entire unit 6+ ward against War Machines for 5 points. Chief of A. Steg gives me 2d6+1 Impact hits with Spear. No he is not a flighty guy but 2 stegs charging a unit should help him out. You mentioned Temple Guard the reason I have none is last 3 games I played my Slann turned into a Grenade and took out 2/3 of them, so I would rather blow up Saurus. 66 Saurus Warriors is just all about point denial. The Blade of Realties is mainly for monster hunting, in previous games I have downed a Goblin Spider turn 1, a Spinx in turn 2, and a 3 Trolls in one round of combat, it is the most broken weapon in the game. I am considering dropping the regular steg for 3 Salamanders, but I really like my Stegadon Thundering Herd
But auto wounding on 6s even against T6 and better, with the average number of shots for 4d6 being 14 could potentially get 3-5 wounds. So if I have 4 Stegs doing that I think I have a pretty good shot of putting down a Hydra, Sphinx, Steg or an A-bomb with an average round of rolling wounds.
How do you think your list could do against a 3 laser cannonand 2 abom skaven list? Or a steamtank and 4 cannons Empire army? I was just curiuos because all I can say is that you will be taken apart by those armies weapons.
That is rather Myopic; considering any Army would be hard presses by those lists. But I would deal with them the same way I would deal with any Abomination/Hydra/Spinx/Steamtank problem in a non-Ard Boyz game. Magic, Fire and Poison attacks. Tough 10 means nothing against poison Auto Wounds. But the I have found the kitted out Old Blood with Blade of Realities does well in those situations.
Getting you oldblood into bombat with a monster can be quite tough. The abom is a stuborn 8 and the stegadons are stuborn 6, the hydra is also a 6 and the sphinx is a leadership 8. the hydar may be easy enough to kill but he has 4+ scaly skin and a 6+ Regen and a rerollable 6 in most cases. I am not saying it cannot happen. I am just saying that we as lizardmen players will have a hard time getting through on this next round. We just don't have the weapons due to the cannons that people fire at our big stuff. This is why I am playing with dual slanns and 4 units of sallies and 3 blocks of saurus with one block of TG and a flying skink priest. Running lore of life and lore of shadow. I plan on getting into combat quick. Not letting my opponent figure things out. I have also play tested a list similar to yours and got my butt handed to me against a nasty rat offense of 2 seers and 3 cannons and 2 aboms. It didn't work out so well for me.
Have you thought the potion of speed (or what ever its called, one use and gives +3sh I for one turn) for your oldblood? Would help a lot vs Aboms and such, cause you dont really want to take any hits from abomb, it's just insane. banehead for slann instead of ironcurse icon? How have your list worked against gunlines with zero CS?
I completely changed my list last minute and took 5th. 2 Slann (Life & Shadow) 3 Skink Priests 2 Shink Chiefs 145 Skinks in a Tower 2 Stegs 2 Ancient Stegs Major in 1st (vs. Lizardmen Minor in 2nd (vs. Dark Elves) Loss in 3 (vs Skaven) 2 Grey Seers, Bell, Furnace, 2 A-bombs, butt load of weapons teams, some how managed to never mis-fire which is very un-Skaven like. I was also was told that a Plague Furnace and Monks are a mixed unit and can not be stomped after I charged 2 Ancients into it, found out later that was not true at all, so got screwed out of 2 rounds of 2d6 thunder stomps that would have made a difference, would not have changed out come but would have made it closer for sure. Lame. Other than the guy with 4 Hydras, the Daemon list and my list there was nothing major or over the top, a lot of the lists were pretty tame by league standards. Daemons were the guys to beat, top 3 Dark Elves (with 4 Hydras and 2 Daemons. One guy brought an all goblin list with a butt load of fanatics and 8 war machines, he left after second round. What showed up: 1 Tomb King 1 Vampire Counts 2 Dark Elves 1 Dwarf 3 Lizardmen 3 Daemons 1 Skaven 1 Warriors of Chaos 1 Orc and Gobblins 1 no-show
Sorry to hear you didn't make the finals. I finished third (out of 22) at my location. The top two tables in the third scenario were Skaven vs. WoC. Going in with full points (I massacred Brettonians and the stereotypical DE build in the first two scenarios), I thought I had an ideal match against the Skaven list with my WoC, but my lv4 Tzeentch Lord failed to get Pandaemonium, which I really needed against the 100-man slave units. I ended up losing by 312 points, which was just enough to give him a minor victory. Luckily, the other Skaven player destroyed the other WoC list and I still made it into the top 3 (so, 2x Skaven, 1x WoC from our location). Shockingly, we had no VC or DoC show up to play (there were no Beastmen or Wood Elves either, but that wasn't a surprise). Otherwise, it was a good mix: 4x DE 4x Skaven 3x HE 2x WoC 2x Ogres 2x Lizardmen 1x Brettonia 1x Empire 1x Dwarfs 1x Orcs & Goblins 1x Tomb Kings The DE lists all finished in the bottom-middle of the pack, with all but 1 Skaven, WoC, HE, Empire and the Orcs and Goblins ending up on top. The Lizardmen armies did not fare well at all .
Well what I have been finding out in tougher tournaments like Ard Boyz. The Lizardmen are a tough army to play with. They just cannot match up against Skaven cannons x3 and their broken spells. I love my Lizardmen and they are pretty tough when you want to fight in hand to hand. But if your opponent wants to shoot you to death with a Dwarf gunline, or a dual steam tank and shooty Empire. It gets tough to bring in big stegadons that we so desperatley need to help out our troops.
I whole heartedly agree, when our only weapon with any real range is a giant bow and it hits so sporadically it is unreliable for taking out war machines and at a 235 point price tag it is too expensive to risk it against a Dwarf Cannon. Just to see Skinks get their short bow option back would make a big difference, at least then would have 24” weapon.