8th Ed. Attempt at a balanced 3K list...

Discussion in 'Lizardmen Army Lists' started by phoenixcrh, May 21, 2011.

  1. phoenixcrh
    Jungle Swarm

    phoenixcrh New Member

    Messages:
    2
    Likes Received:
    0
    Trophy Points:
    0
    General. 15.3%, 12.6%
    Lord. (Montezuma) 15.3%
    Slann mage priest, BSB, focus of mystery, focused rumination, becalming cogitation,
    standard of discipline, cupped hands of the old ones = 460. (lore of light or shadow or death)

    Hero. (Huini) 12.6%
    Skink chief, stegadon warspear, ancient stegadon = 380.

    Core Units. 29.3%
    2*40 saurus warriors = 880. (10*4)

    Special Units. 32%
    *36 temple guard, standard bearer, banner of eternal flame = 600. (10*4) (Montezuma goes here)

    3*10 chameleon skinks = 360.

    Rare Units. 10.6%
    2*2 salamanders, 2*2 extra skink handlers = 320.

    = 3000.

    Models 150 + 5 monsters.

    I can swap the skink chief stegadon with a skink priest, diadem of power and engine of the gods if need be?

    And what do you think about spears on the saurus?
     
  2. KillerK
    Saurus

    KillerK Member

    Messages:
    74
    Likes Received:
    22
    Trophy Points:
    8
    I would personally drop the standard of discipline, ld 10 is fun to have, but the difference between 9 and 10 while being cold blooded is increasing your chances of passing a ld test by about 1%. it's more effective to take a war banner, as your TG have the flaming banner.

    also think of giving the slan the stone discipline, cupped hand is nice but one time use, and on a 2+. I have rolled 1's before, and on the second miscast well your left with nothing. so either add stone of swamp with cupped hand's.

    I have found that the ancient and spear work well, except when hit by cannon's. and since the impact hit's are now magical attack's it really help's against VC ethereal unit's and lone slan's.

    I would reduce the number of saurus. They are on the wide bases, most clever opponent's will reform into 5 wide, and you'll have a hole bunch of saurus not doing much. In most cases the saurus are effective being 5 wide. some times when opponent goes for 7 wide, just combat reform in to 6 wide to maximize hth. 10 wide is absurd as it get's in the way more often than it's useful. But this is just my experience. recently I started to feild my in unit's of 24, but I use the life slan, if you want to use a different discipline 30 would be a good number. Same goes for TG. the left over point's you can use to take another unit of saurus, or a few skink's.

    your chameleons are way to big. I have found that unit's of 6 work really well. they are small enough to keep out of opponent's charge arc's, and big enough to damage war machines and small unit's. Big unit's have the problem of finding enough room to field behind enemy rank's. and placing them in front of an army is just throwing them away.

    I would add some skirmisher skink's, they are good and cheap. they will fulfill a few roles.
    1. screen your unit's. by lining in front of them will give your saurus hard cover.
    2. they will mop up any enemy war machines in turn 2. chameleon's can't be every were at the same time.
    3. will position your opponent's unit's for you, as well as mess up enemy combat line by redirecting enemy unit's.

    think of adding a 1+ AS with re roll a ward save and stubborn oldblood. This way you will have 2 stubborn unit's that can hold their own despite any odds, giving you time to prepare a flank charge. Or just hold opponent nastiness until you can properly dispatch them. Some thing the DE do with their dark pegs stubborn pendant lord.

    Just a few to think about. Hope this help's.
     

Share This Page