8th Ed. Ard Boyz Round 2 List

Discussion in 'Lizardmen Army Lists' started by Stonecutter, Apr 25, 2011.

  1. Stonecutter
    Terradon

    Stonecutter Member

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    Thanks to the will of the old ones and some timely luck, I am through to round 2 of Ard Boyz :D Now, for round 2 the scenarios are quite different so I am changing my list to adjust for the victory conditions. I am looking for feedback of any sort, particularly in terms of armies/combos (other than the stank) that I will have a tough time fighting with the proposed list. I also have a few specific questions which I will post after the list. Any and all comments are most welcome. Here are the scenarios followed by the list.

    Scenario 1 -Battle Line with Kill points only way of victory (5 for general, 2/other character, 2/core, 4/special & 8/rare). Also, roll d6 after every spell attempt and on a 1 suffer a miscast.

    Scenario 2: Dawn Attack, crazed fanatic (indestructible but worth 5 battle points if held at game's end).

    Scenario 3: Blood & Glory but play until turn 6 with player breaking opponent first getting +500 VPs.

    Lord - Standard slaan (loremaster with life, steal 6s, +1PD/casting), cupped hands, flaming banner
    2 x tooled up scar vets (one mounted with 1+ re-roll, other on foot) magic stuff TBD
    1 x scroll caddy with cube darkness

    Core:
    40 x Saurus with FC
    2 x skrox with 16 + 2 krox & FC
    2 x skrox with 24 + 3 krox & FC

    N.B. - the skrox give enough "fortitude" points to avoid breaking even if the slann/saurus block dies.

    Special:
    10 x chameleons

    Rare:

    3 x 2 sallie packs

    Specific Questions:
    1) Would 2 x 4 krox mega units and 2 x 1 krox minor be better than current mix?
    2) Replace 3 packs of 2 sallies with 2 packs of 3 sallies each? Potentially reduces kill points but gives up flexibility of 3 deployments.
     
  2. Viarca
    Saurus

    Viarca New Member

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    Stonecutter, the list looks solid, but 3 rare choices gives your first round opponent 24 potential kill points. It's hard to decide what to do, because if you overcompensate for the first scenario's victory conditions, then you can make life a lot harder for yourself in the second two (I'd personally make them 2x3 Salamanders though).

    For this round, lucky first matches aren't likely, and unlike the preliminary rounds where shooty armies were potentially a huge liability in rounds 1 and 3, I think we will see a lot more effective builds relying on ranged attacks.

    My feeling is there will be a fair number of Skaven (I know of several who made it to the current round, including one at the store where I played), and I worry about the effect of Plague/Wither with your Skrox units. They may be immune to Curse of the Horned Rat, but T tests for Skinks might be even worse, and Becalming Cogitation can only do so much with a 13+ spell.

    Also, how do you intend to deploy the Slann if you see a lot of shooting? I worry about him in the front row of the Saurus, but have never really tried using one with that setup. How do you plan to handle a large deathstar unit (i.e. 40x White Lions/Grave Guard/Savage Orcs), or several hordes that can tie up multiple units (i.e. Slaves & Goblins)? What about an ethereal unit (I saw two armies with 10 man Wraith units that I was glad I didn't have to deal with first round)? I'd make sure both Scar Vets have a magic weapon, even if it's a basic one.

    I do like the mounted Scar Vet (who should be a good distraction) and the number of threatening units. Life should be a good lore, especially with the first scenario.

    Again, it's a good list, and there's only so much you can prepare for, but those were my knee-jerk concerns about the build.
     
  3. Juhaaha
    Razordon

    Juhaaha Member

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    Drop 1 unit of sallies and take more chameleon skinks. I'd give mount to both of your scar vets.
     
  4. Stonecutter
    Terradon

    Stonecutter Member

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    Thanks for the comments and observations. I agree that Skaven magic is s problem for the skrox units and I discovered that myself during round 1. I played against a 2 x plague furnace list with a grey seer and the T test from the PF flame template really hurt the skrox units, especially when they were reduced to T1 :D That is one reason why I favour going with more average size skrox units since a horde with 4 krox draws a lot of attention while the smaller ones either get ignored or really don't give up too many points if lost.
    For the Slaan, he has actually done quite well with the lore of life and since he is infantry and gets the look out sir roll while in any of the units, targeting him is quite difficult (not to mention having T6/8 troops with a regen roll). I figure a couple scar vets with piranha blade and venom of firefly frog/gw should be able to deal with wraiths, especially if both are mounted. I usually only take one mounted but having both of them that way would definitely improve the flexibility. If I do come across an elite horde, the sallies should be able to handle it and either a scar vet or skrox unit can delay/deflect it for a turn or two. I found that just two packs in the prelims was embarrassingly effective - two rounds of templates dropped a horde of ~40 khorne warriors with the bloody choppa down to 7 models!! A big grave guard horde is more of a problem since they can be healed but the first scenario may really deter vamp players (just like the prelims deterred shooty armies) due to the miscast potential.
    Thanks once again for all the ideas, I will definitely incorporate a bunch of them. BTW, a big shout out for the tip on skrox being immune to the dreaded 13th. I hadn't realized it during the prelims as I figured it just randomized on the skinks and lost a lot of models to it. Since I was playing a friend, I figured he knew better but reviewing the FAQ I just realized that they are a mixed unit and thus immune - go skrox!!!
     

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