Hey, first off loving the new lixardmen models haven't used lizardmen for a couole of years. The group im competing with has 2 chaos armies, Vamps, wood elves,bretonnia, another lizardmen! And a possible ogre kindoms. I used this list last week vs wood elves 1200pts with success Oldblood Shield Cold one Armor of destiny, dawnstone, sword of swift slaying Lvl 2 skink priest Channeling staff Beasts 30 suarus warriors FC 11 skink skirmishers Blowpipes 11 skink skirmishers, brave Blowpipes 5 CoC FC Spears Salamander Extra handler Now they want to step up to 2k and most armies are rocking cannons I have few options in my barracks i have Slann 2 priests Scar vet on foot 11 TG another 5 CoC 50+ suarus 6 kroxigors 4 salamanders What should I do to make it up to 2000pts?
I haven't played many games with this book so feel free to ignore what I say, but here goes: First I'd drop the shield on the Oldblood, you can't do better than a 1+ save anymore and without it he already has a 0+. You could drop the cold one instead and he would become much less susceptible to cannons. 11 Temple Guard won't really cut it, but if your group can handle proxies you could beef this up with your regular saurus. I always like the Temple Guard bunker if I'm running a Slann but it is a big points sink. I'd take at least 24. Salamanders are really good, take all four if you like, I'm sure you'd find a use for them. If you are planning more purchases consider some extra skinks, you could use many more. As it is you'll need a lot more saurus to satisfy the 25% core. Hope that helps.
thanks any input is welcome I have a 2k tournament coming up at the end of aug so I have a couple of weeks to test out ideas with proxy models. I like the slann but I don't know what to give him any ideas? i should be able to buy more models if it will help the list. What if I was to change the oldblood to a scar cowboy, saves sum pts and add an extra target to distract the cannon from the slann?? love the sallys another good distraction/flanker so always happy to take more. Here is the skeleton of my 2k list i've left pts to build the slann! Slann Scar Vet GW, armour of destiny, cold one Skink Priest Lvl 2, channeling staff, talisman of endurance. 30 Saurus Warriors with FC 10 Skink skirmishers blowpipes 10 Skink skirmishers blowpipes 10 Skink skirmishers blowpipes 24 Temple guard with FC 5 Cold one riders with FC spears Salamander extra handler Salamander What do you think??
I am fairly new to WHFB too. I like your list. For building the Slann, do you know which Lore of Magic you want to use? The Lore you choose will affect which Disciplines you take and perhaps which magic items you add. The Lore of High Magic will definitely want to have Focus of Mystery. Wandering Deliberations gives you some spells form every Lore of Magic. Soul of Stone, Becalming Cogitation, and Harmonic Convergence are all Disciplines that work well with any Lore of Magic. Also, will the Slann be in the Temple Guard Bunker or running solo? Or perhaps with a Skirmisher unit? These can also affect which magic items you may add. You will want to consider a Dispel Scroll too.
I had a in house tournament the last weekend to try out lists for the big tournament in 3 weeks. I used this list and found it worked pretty well. however having a slann, skink priest and a borrowed bastiladon it was a constant struggle as to what to use the power dice on. thinking of swapping the priest and a unit of skinks for some ripperdactyls. I swapped the cold ones for a carnosaur for a bit of fun Slann lore of high magic 455pts BSB with eternal flame, becalming cogitation, focus of mystery, harmonic convergence, obsidian amulet. (temple guard bunker) Saurus Scar Vet 371pts carnosaur, armour of destiny, shield and spear. Skink priest lore of beasts 70pts ironcurse amulet (put him with the saurus) 29 Saurus 349pts FC, hand weapons and shields 3 x 10 skink skirmishers 70pts each 210pts all with blowpipes Borrowed Bastiladon 150pts solar engine 26 temple guard 349pts FC what do you think should I keep the priest and 3rd unit of skinks or get a unit of 3 rippers?
I would reccomend testing out Shields and Javelins. Quick to Fire usually gets me more poison-eligible shots than blowpipe multishot does. And don't sleep on the parry save! I've had skinks stand up to Treekin, Bull Centaurs, and a Blood Thirstier! (not all at the same time..) The 5+/6++ plus quick to fire stand-and-shoot makes them way better at taking a charge than blowpipes ever will. It depends on your meta, but you might want to think about throwing a cheapo magic weapon on the Temple Guard champion. That way the champion won't get the Flaming from the banner and you can use him if you get hit with something that has the Dragonbane Gem or Dragonhelm (or Chaos Dwarf armor) If you're not going to give him a Dispel Scroll, then definitely drop the Priest. If you need Wyssan's just trade for it with your Slann (you'll never have enough power dice to throw at a Level 1 casting Wyssan's) I like having 3 units of Skink Skirmishers, though. I wouldn't drop one of those to get some Rippers. Maybe replace the Priest with a small unit of Chameleon Skinks? Also, I think Rippers do better when you have at least 2 units of them. Or a single larger unit (4 or 5 models)
I played with a 2k list in a tourny a little while ago went pretty good except against high elves and ogre kingdoms, I will breakdown the what happened with each unit. slann BSB high magic lore master I went with high magic loremaster which worked quite well, the obsidian amulet didn't get used much and the TG bunker was awesome using eternal flame BSB. He needs a channeling staff to make harmonic convergence sing will definately use one next time. Scar vet on Carno although the model is sick and is fun to play with he was a massive pin cushion for everyone to shoot at, might have to think about going for a coldone cowboy next time. priest lvl 1 beast about the priest, between the slann and bassy I didn't have the dice to share. Thinking in the future to drop the priest and give the slann a channeling staff, the only good thing he had was the dispel scroll. 24 saurus FC 5 rows of 6 wide hand weapons and shields, these guys were an awesome unit held there ground with most attackers. 26 TG FC, warrior bane these guys chewed through everything that they came across, I listened to your advice on the magic weapon, was perfect against the VC army. also using the eternal flame banner they destroyed throgg and trolls like paper. 3 units of 10 skink skirmishers Javs and shields you were right about using shields these guys perform much better and are quite resilient using the parry save. The bassy Solar engine This guy was awesome! didn't get too many shots off but was a monster against infantry, will make a point of having one in every army. 3 rippers definately needed more than a single 3 man unit. awesome psychological warfare they were more concerned about these guys than hitting the monsters. looking at using more of these with maybe a chief using the egg to hit them hard and fast where needed.