I thought I'd share a list that has worked pretty effectively for me recently. In my country special characters are allowed: Slann - BSB, Channeling Staff, Harmonic Convergence, Becalming Cogitation, Reservoir of Eldritch Energy, Soul of Stone, Standard of Discipline, Lore of Death. Scar Vet - Armour of Destiny, Cold One, Great Weapon Scar Vet - LA, GW, Cold One, Dragonhelm, Dawnstone Tettoeko Skink Priest - L1, Beasts 5x10 Skink Skirmishers 1x20 Skink Cohorts - FCG 2x10 Skink Cohorts - Muso 3x3 Terradons 9 Camos 6 Camos 9 Camos 1 Salamander 1 Salamander I had a unit of 20 Saurus in the first few iterations of this list but they weren't pulling their weight. So far I've put down: Beastmen, Net list Warriors, High Elves and Ogres with this army pretty comfortably. Tetto is fantastic for boosting the magic phase and Lore of Heavens can put down the hurt on WoC hard with Thunderbolts and Chain Lightning. The rest of the army works pretty much the same is it used to except you have to play smarter due to lower Leadership and the slow Salamanders. Thoughts?
I think it looks pretty good. It follows the same tactics from the cloud list under the last book, but it is a little less forgiving due to a less powerful Slann and lower skink leadership. There was a thread in the discussion forum asking how a skink cloud works. If possible, could you give us a rundown of how the army plays. I think that there are a number of newer players (especially with the new book) that would be very interested in hearing how this type of list plays. I would add some thoughts, but I usually play a combined arms list and don't feel that I have the expertise to properly comment. PS. I really enjoyed your KiwiHammer review of the new Lizardmen book. It kept me up late one night, and paired well with the beer I was drinking. Thanks
Hi, Any tips and tactics on how you use this army build? In particular, how do you handle the WoC netlist? As I've mentioned in the thread in the discussion subforum, the combination of good AS with high mobility and toughness gives me lots of problems. I've loaded up on 3 scar-vets to bust armour, do you find just having 2 is enough? I've even considered dropping all the toys on my slaan, especially since magic can be so unreliable even after spending so many points on slaan upgrades, and bringing an oldblood cowboy to help with more armour busting.
Unless you put a scroll on the lvl 1 priest I'd drop him. With a slann and lore master you'll never have spare dice.
Probably the priest helps to rein in the scar-vets and aid in slaan casting? Failing that it also serves as another cheap-ish roadblock. How useful were the chameleons? They seem to be the first thing I shave off whenever points are tight. My opponents never give me the opportunity to deploy near anything vulnerable, and when you are forced to use them like a common skink skirmisher unit, the +1 BS doesn't seem to really justify the higher cost. Was thinking of just bringing a single unit to still keep my opponents spread out, but dropping the other units for more muscle like oldbloods or ancient steggies. Thoughts?