8th Ed. Campaign. Starting 500p and growth to 1000p

Discussion in 'Lizardmen Army Lists' started by Mux, Feb 26, 2014.

  1. Mux
    Jungle Swarm

    Mux New Member

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    Greetings and welcome.
    Hope you are sitting comfortable, so let us begin.

    Me and my fellow players have decided to bring in new players to the hobby and therefore have started a small campaign that will slowly grow in points, though starting at 500p.
    I took the opportunity to leave my Tomb Kings and Vampire Counts behind to start anew, something completly different; I empaced the Jungle.

    This is basically my first ideas on running a skink army. The vanguard of the actual force. Facing WoC, Skaven, Empire and either DE/OnG/Ogre - last player hasn't decided yet what to bring.

    First of the 500p (499p)
    Skink Priest General
    LvL 2, Heavens. - Ruby Ring of ruin.
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    2 units of 10 Skink Skirmishers - Blowpipes and/or Javelins
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    Bastiladon
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    Salamander - 1 extra handler.
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    Quite simple really, in these situations I will lose combat really no matter how I build. So I will rely (rather foolishly) on magic and shootig to do the job for me. But since in 500p there will be little resistance overall I think I can have a shot.
    Ruby ring of ruin is excellent in small games, heavens can buff or hex, the Bastiladon can be amazing and the Salamander can barbeque the skaven hordes. - Atleast it's the idea.
    Havn't decided though between blowpipes or javelins and I have noticed that the forum is pretty devided on that part.

    Moving forward.

    The 1000p list. (998p)
    Skink Priest General
    LvL 2, Heavens. - Ruby Ring of ruin.
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    Skink Chief on Ripperdactyl. 2+ Armoursave 2+ ward against fire.
    Spear, Light armour, Enchated Shield, Dragon bane gem, Egg of Quango
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    2 units of 10 Skink Skirmishers - Blowpipes and/or Javelins
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    25 Skink Cohorts. - Full Command, Poison.
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    4 Ripperdactyl Riders - Brave
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    Bastiladon
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    Salamander - 1 extra handler.
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    The vanguard has grown in size. More bodies and more targets for the enemy to take into consideration. (I am aware that the Skink Chief can't join the rippers intill there is an FAQ but still, he's quite hard with s5 on the charge.) Mage hunter basically is his role and the ripperdactyls roam the flank fore something exposed.

    Hopefully this will get the job done. Though I wonder how to expand later on. When is it obliged to take the Slaan and so on. Please say what you think to a mere new spawn and kudos for reading.
     
  2. goomba
    Skink

    goomba New Member

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    Looks fine, as for javs vs. blowpipes it depends on your playstyle I suppose. Javs if you are kinda skirting the enemy whittling them down and expect them to survive the battle as their shields will help against enemy fire. Blowpipes I'd say more for run right up in their face, unload, then flee or do a last ditch stand and shoot to fulfill their role as a sacrifice. Hope to peel off a rank with your 40 shots before you engage the unit.

    Probably wouldn't worry about a Slann until 2000pts., he sucks up a few points and you still need a decent sized army for him to buff up or else he's all on his own in lower point games. The only thing I might change is the 25 block of skinks, they wont win anything against those opponents so I wonder if a unit of 15 or so saurus that can hang back and engage the enemy after you've weakened them a bit from shooting/magic might be better despite the lower numbers.
     
  3. Mux
    Jungle Swarm

    Mux New Member

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    That's a great input. My only concern with switching out the cohort is that our campaign might take a locked list approach so we can't switch out units. (intill they die fully) to customize our army depening on who we will face.
    The cohort might remain since I was thinking about adding Tetto'eko. But he might not be the solution since I need more fighting power. So I will look into getting a saurus block. Thanks mate.
     

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