7th Ed. Cav Heavy army

Discussion in 'Lizardmen Army Lists' started by JohnMavrick, Jan 25, 2010.

  1. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    Tips appreciated! Thought I would run this as my secondary list.

    Kroq Gar - General

    Scar-Vet
    Cold One, Shield, L. Armour, Scimitar of the Sun Resplendent

    Priest
    Diadem, Dispel Scroll (going for light magic protection)


    3 x 11 Skink skirmishers

    5 x 5 Cold One Cavalry w/ Mus. and Standard

    1 Salamander


    My basic concept is a fast hard hitting unit with light to medium magic resistance and some shooting. Skirmishers to direct units where I want them and for the sixty-six poison shots! Thoughts? Comments? Suggestions? You guys rock at analysing so I'm interested in all comments.
     
  2. Bibamus
    Bastiladon

    Bibamus New Member

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    make the priest lvl 2 or swich the didadem with a scroll. a lvl 1 can only save 1 PD for the dispell pool while a lvl 2 can save 2.
    the way i see it 2DD>scroll>1DD
    otherwise... interessting list... kroq'gar is probably overrated and not as usefull as a tooled up oldblood but i haven't use either yet so i wouldn't know
     
  3. erians
    Razordon

    erians Active Member

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    Yeah Kroq'gar is pretty avarage and costs a lot of pts, but as he makes a cav unit core he is essential for this particular build. If you want to go cav heavy however I think an oldblood with the stubborn horn is cooler even if you can only take 4x6 cav units.

    About the list, I definitly suggest getting at least 1 anchor to hold the middle with, a unit of 15 saurus with hand weapons, naked or with command, will do well if you uprade the scar vet to a BSB and keep him close enought to allow rerolls.
     
  4. walach
    Razordon

    walach New Member

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    how many points is that list?

    looks quite nice, but isnt manouvering such a large frontage going to be a problem? you dont want to be sitting CoC behind each other really.

    the lack of magic defence shouldn't be a problem, as you should be in close combat pretty quick! unless you're playing someone like VCs i'd suggest dropping the priest altogether, or dropping some stuff to get him an EotG
     
  5. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    Re: Cav Heavy army 2250 pts

    It's a 2250 point list.

    Ok, well I'm thinking I could drop Kroq Gar in favor of an Oldblood on Carn. I will have to drop a Cav unit but I could use the points to get a unit of 15 Saurus. And, as suggested, the list is fairly fast I could drop my priest all together and perhaps get a BSB and/or some Terradons.

    I'll readjust at army building tonight after work and repost.
     
  6. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    Here is my updated list, man I had no idea that a standard Oldblood would be so much cheaper than Kroq Gar. And, in my opinion, better!

    General- Oldblood on Carnisaur w/
    L. armour, Maiming shield, Scimitar of the Sun Resplendant, Carnisaur Pendant (9 attacks!!!)

    Scar-Vet
    Cold One, Enchanted Shield, L. Armour, Sword of the Hornet

    Priest Lvl 2
    Diadem, Dispel Scroll (going for light magic protection)

    15 Saurus w/ Spears, Mus. & Standard

    3 x 10 Skink skirmishers

    4 x 5 Cold One Cavalry w/ Mus. and Standard

    1 x 2 Salamander w/ extra handler

    1 Razordon


    So my basic concept of a fast hard hitting army with light to medium magic resistance and some shooting. Has only improved! Skirmishers to direct units where I want them and for the sixty-six poison shots. I was able to add the solid block of Saurus w/ spears and a second salimander and a razordon. The lest just improved by a leap. Even though I lost a unit of CoC I think the army improved over all.
     
  7. Sebulba
    Temple Guard

    Sebulba New Member

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    I think you could rework the scar vet. The sword of the hornet isn't so good on something that will always be charging...

    Rework him (BBoC is great!)

    I'd also drop the razordon and add in some terradons if you can make them fit.
     
  8. RIGHT-Titan
    Skink

    RIGHT-Titan New Member

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    I love the build, but what's the point of the Carnosaur Pendant on the Oldblood?

    The core rulebook says that frenzy effects the rider and mount, so he'd stay in frenzy regardless..

    I was looking at the Old Blood+Scimitar+Maiming Shield combo myself though just prior to reading this thread..

    It's pretty awesome.

    On a Frenzy him and the Carno get a combined 14 attacks. 9 at ST5, WS6, and 5 at ST7, WS3.

    None too shabby. Not to mention the wound multiplier the Carno has and on the Carno the Old Blood has a base 1+ armor save with that setup.

    4+ Scaly, +1 Shield, +1 Mount, +1 Light Armor. And I suppose if you really needed him to have a little bit better, you could tone down the offense and use his hand weapon to sac 2 attacks for a +1 Parry Save and get it down to 0+ base armor save - but I'd much rather kill things lol...

    So unless I'm interpreting the rule incorrectly, you should save your 20 points on the pendant.
     
  9. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    Yes, I was glancing through my army book and saw it, I was quite surpries by the sheer number of attacks!

    Actually you don't gain the +1 armour for mounted (pg 59 CRB) and you only get the +1 parry save if your on foot (pg 56 CRB under the table 'Close Combat Weapons)


    As for the terradons, I can not take them as they are a special choice and I've filled my special slots with CORs.
     
  10. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    Also, your right about the rider becoming subject to frenzy from the mount. Also I do like the BBoC so with the five points saved from that and the twenty points saved from the lack of the Carnisaur Pendant I will purchase;

    Additional handler for the Razordon

    3 additional skink skirmishers divided evenly amoungst my units.

    That should bring my list to a grand total of 2250!
     

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