7th Ed. Attempt on a 2k points army

Discussion in 'Lizardmen Army Lists' started by benbjo, Mar 12, 2010.

  1. benbjo
    Jungle Swarm

    benbjo New Member

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    Good evening folks. Today I started assembling a 2000pt Lizzie army and I came up with this list. It will mostly battle dwarves and Bretonnias. Perhaps some random fights at my local GW as well. Please provide any helpful insight as this is my first list and I dont really know what I am doing.

    Slann mage:
    Focus of Mystery
    Focused Rumination
    Harrowing Scrutiny

    Total 375pts.

    Priest on Engine:
    Plaque of Teroq (or whatever it is called. Additional spell known)

    Total: 370pts

    Cheif on Ancient Steg:
    Stegadon spear
    light armor
    shield

    total: 384pts

    16 Saurus -> 192pts
    10 Skink Skirmishers ->70pts
    10 Skinks Skirmishers ->70pts
    6 Cold One Riders -> 210 pts
    16 Temple Guard -> 256 pts

    Combined Total: 1927 points!

    The last 83 points could be used on a BSB, more skinks, more Saurus or whatever. Do you think I will miss having Terradons and Salamanders in this army? Also is it valid with the rare/special choices? Cant find it in the Lizzie army book. I must be blind.

    Any other useful tips? :D
     
  2. erians
    Razordon

    erians Active Member

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    Terradons and Salamanders are amazing, especially Terradons, but they're not the entire army, and while very effective they are not mandatory. I personally never field LM armies without 3 units of skinks, so another 10 with blowpipes would be a good addition, especially as they can cover the harassing and shooting role that terradons and salamanders usually have in an army. I really don't see any point in terror on the slann. A unit can only take 1 terror test per game, and between the 2 stegs you should be able to force most units to test anyway, and as the TGs are already ITP it doesn't add immunity to terror either (as they already are immune).

    Light Armor and shield is a bit wasted on the Chief, his save is 2+ which can never be improved and if the steg dies leaving the chief behind that extra +2 save isnt gonna save him, you are better off giving the priest or chief the Amulet of Itzl. You also REALLY want Bane Head on the Slann, it is win incarnate. You might want to give him the Cupped Hands as well, he will be chucking a lot of dice and there are several game changing miscast results. Other than that it looks pretty good.
     
  3. benbjo
    Jungle Swarm

    benbjo New Member

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    Well, I did some change that you mentioned and I am now slightly over 2k. What if I remove the cold ones? I will then have just enough to add another unit skinks. 4 of them must be good no? Also, I read that having some ranked skinks would be good as well as "bait". So perhaps 2*10 blowpipe and 2* 10 rank and file?
     
  4. erians
    Razordon

    erians Active Member

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    Well 4 units of skinks can be effective against some opponents but they risk getting in their own way, their effeciency deminish after 3 units in my experience. The cohorts are also nice, but the skirmishers are in most cases better, and 1 unit of cohorts will be enought, so 3+1 is better than 2+2.

    If you are only slightly over 2k then I would advise you to drop 1 CoC and maybe the amulet for a total of ~70 pts, which should take you below 2k. CoC is good but their role as hammers can easily be done by the Stegs so you could drop the CoC if you wish, depending if you want a more shooting and harassing oriented army or a more combat oriented army.
     
  5. benbjo
    Jungle Swarm

    benbjo New Member

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    My style when I used to play (5 years ago) was quite defensive.

    I am thinking the skinks as harassers/meatshields while I try flanking with the stegadon and CoC. The Saurus will meet the enemy head on while my slann channels spells through the engine priest. I guess it is a nono to attack with the Steg that engine is on?

    The Slann will be protected by the Temple Guards.
     
  6. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    I would agree with erians, keep the CoC around for the most part and use them as a flank hammer opposite your Stegadon (or perhaps beside it to protect against it getting flanked).

    I wouldn't trust the cohort unit to do too much. I've used it in a couple of battles and it didn't do jack for me besides die and give my apponent points. I even had a couple of Krox in it a couple of times and it didn't work one bit of good.

    As to the Engin charging into combat I would only do it on the flank (away from characters) and only in situations where you'll be able to break them on the first round of combat, barring those lucky double ones. I've experimented with charging the EotG into combat and they just attacked my priest and killed him off while ignoring the crew and steg.
     

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