7th Ed. BIG ONES! 2250

Discussion in 'Lizardmen Army Lists' started by cpt. price, Jun 7, 2010.

  1. cpt. price
    Jungle Swarm

    cpt. price New Member

    Messages:
    4
    Likes Received:
    0
    Trophy Points:
    0
    So I am a brand new fantasy player to no understanding of how 7th works, thus my interpretation of the 8th edition rules may be......off. I am however a vet 40k player and wanted to join the fantasy scene with the release of the new edition

    I told a buddy I wanted to field an army of big monsters.....and lo and behold, freakin dinosaurs! As a 40k player for many years, I know what its like to field the army I like fluffwise and with appearance. Unfortunately sometimes these armies get pancaked and I want my lizard list to be able to at least hold its own in a tourney.

    with that in mind I wrote up this list for a 2250 tourney, points may not be accurate but its a prototype
    Id love to hear from lizard vets what I need to watch out for, what just plain wont work etc. Bear in mind this list is written for 8th edition play

    HEADQUARTERS

    Saurus oldblood-
    Carnosaur mount
    sword of the hornet
    enchanted shield
    light armor
    venom of the firefly frog

    Skink priest-
    engine of the gods ancient stegadon
    dispel scroll
    talisman of protection

    CORE

    Skinks-
    30 skinks with full command
    3 kroxigors

    Skink Skirmishers-
    10 skinks

    Skink Skirmishers-
    10 skinks

    Skink Skirmishers-
    10 skinks

    Skink Skirmishers-
    10 skinks

    SPECIAL

    Stegadon-

    RARE

    Ancient Stegadon-

    Ancient Stegadon-
     
  2. Caneghem
    Carnasaur

    Caneghem New Member

    Messages:
    1,410
    Likes Received:
    28
    Trophy Points:
    0
    Welcome to the great game that is Warhammer fantasy! If you want an army of just dinosaurs, it looks like you may have just missed your chance. In 7th edition monster armies were very powerful and even cheesy. From the rumors at this point though, I am thinking those types of lists will struggle as infantry is becoming more important once again. On to your list..

    OB on Carno - Good call on the Sword of the Hornet. My initial reaction was that nobody takes that particular weapon on the Carno, but with initiative order coming into play in 8th it will help the Oldblood strike first and you will reroll hits against initiative 3 or lower troops. You can't use venom on the sword though, that only applies to non-magical weapons (and you must use a magic weapon if you have it). You could beef him up with the 5+ ward or the one-use 2+ ward for more protection.

    Priest - Dispel scroll is good but the talisman probably won't be that useful, considering you will often times have a 5+ ward bubble from the engine. Think of taking Diadem of Power, to help beef up your magic defense a bit more when needed. Another scroll is never a bad idea either, as magic is going to be DIRTY in 8th.

    Core - That's a massive skrox unit, it looks like you are going to run them as a horde? Even with the new edition I wouldn't advise taking skrox above 17skinks/2krox. They are meant to be a fast flanking unit, and when they get to be too big they are too unwieldy to use properly. I might knock that down a bit and grab a unit of saurus as a good frontal assault unit. You could probably do away with one unit of skink skirmishers to free up points as well.

    Special - I actually don't think regular stegadons are worth it in 8th edition. The new rules are going to give monsters an extra D6 hits at basic strength. If you are getting D6+1 impact hits and then in addition D6 "crush them" hits, you really should be getting those at strength 6. You also absolutely must have a unit of Terradons, I prefer a unit of 4, other people like units of 3. Depending on the new rulebook I might soon prefer the unit of 3 as well. No matter what happens, Terradons will still be essential. Get some! The rest of the functionality of our special choices you have covered elsewhere (presuming you get some Terradons eventually).

    Rare - Keep one steg here, turn the other into two units of one Salamander with extra handler. Template weapons are getting a big boost in that they no longer have to roll for partials. In addition to this, you can expect 8th edition players to be fielding more ranked units of infantry, and salamanders are great for dealing damage to block units, and potentially causing pivotal panic checks.

    So I know I am advising you to nix a couple of your stegadons, but to be really effective in 8th you are going to need to have a good solid core to your army. Making my suggested changes you should be able to beef up a bit on saurus. Also you will have to be careful of how you use your EotG. Do not get him into combats or he will be cut down quickly.. rather use him to move around combats and blast them with burning alignment and possibly finish off weakened units.
     
  3. Thatguyoverthere
    Skink

    Thatguyoverthere New Member

    Messages:
    25
    Likes Received:
    0
    Trophy Points:
    0
    Well if you are keen on playing a monster army, I'll just offer a few suggestions.

    1) Enemy war machines will rip through monsters in no time. Terradons can get to the machines (hopefully) before you lose most of your army. Charge 'em over the enemy, drop rocks on the way and take out those war machines.

    2) Since your army will be light on Magic, I recommend upgrading your Skink Priest to a level 2 wizard. The Engine of the Gods will further raise him to level three. I would probably also drop the Talisman of Protection and go for a Diadem of Power since anyone riding an Ancient Stegadon has a 2+ armour save.

    3) Anyone correct me if I am wrong but doesn't taking a Ancient Stegadon as a mount take up a rare choice. Assuming that is correct you have three rare choices with a maximum of two.

    You have probably already read this page but if you haven't offers some useful suggestions. Except Kroq-Gar is bad; a regular Oldblood (like yours) can have much better melee potential for that amount of points.
    http://www.games-workshop.com/gws/c...400021&section=&pIndex=1&aId=11600001&start=2
     
  4. Caneghem
    Carnasaur

    Caneghem New Member

    Messages:
    1,410
    Likes Received:
    28
    Trophy Points:
    0
    "3) Anyone correct me if I am wrong but doesn't taking a Ancient Stegadon as a mount take up a rare choice. Assuming that is correct you have three rare choices with a maximum of two."

    Well, he's gearing this list toward 8th edition. But even in 7th, the EotG doesn't take a rare slot as it is a mount for a character.

    In case anyone is interested, the maximum number of stegadons you can take in 7th edition is 7. Seven stegadons! That's with 150 points in core, and 270 points left to spend. Two units of 4 Terradons ought to complete the cheese sandwich...
     
  5. Thatguyoverthere
    Skink

    Thatguyoverthere New Member

    Messages:
    25
    Likes Received:
    0
    Trophy Points:
    0
    So in 8th are they changing the way armies are constructed?
     
  6. Caneghem
    Carnasaur

    Caneghem New Member

    Messages:
    1,410
    Likes Received:
    28
    Trophy Points:
    0
    You will need to spend 25% of your points on core, and you get a MAX of 25% lords, 25% heroes, 50% special, and 25% rare. The current slot system will be gone, but there will be something like "no more than 2 of the same rare, or 3 of the same special choice". This is to prevent spamming of low cost special or rare choices.
     

Share This Page