7th Ed. Combat Or Magic???

Discussion in 'Lizardmen Tactics' started by kbind847, Mar 23, 2009.

  1. kbind847
    Skink

    kbind847 New Member

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    With the new book out its become very appaernt to me that lizardmen have the potential to be very magic heavy or kick @$$ with a bunch of heavy hitting combat units/cara. For all this good news there is bad, I cant be both very magical and very hard hitting in one army list. Sure I can have loads of magic with stegadons, krox, and COC. Or Hard hitting with EoTG. In any case it always comes down to if I want a oldblood running around on a carnosaur or a slann in his temple unit. Once that decesion is made I find its hard to keep balance in the army. If I go with a slann I usually take a EoTG and another skink priest or chief. If I go with the Carno and Oldblood I like to take the EoTG and then a vet in COC or a chief on a steg. Long story short has anyone found the best of both sides in one army list? Or is everyone else making that hard ecision btwn magic and combat?
     
  2. kkboy
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    kkboy Member

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    I think that what's good about the lizzies is the variety of unit types. don't focus to much and use your variety at maximum so u got something for everything you do. at least that's my opinion.
     
  3. Nerdling
    Skink

    Nerdling New Member

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    This is what I play.

    slann - all alone, focus of mystery, higher state of consciousness
    2 skink Priests- lvl 2
    skink chief - stegadon, stegadon war spear
    24 skinks
    2 salamanders
    6 Cold one riders

    I play with 40 saurus warriors that usually are near impossible to rout. When the stegadon charges with the war spear there are very few units that can survive.

    A good tactic is lock in combat with a saurus unit and flank with the stegadon.
     
  4. Nerdling
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    Nerdling New Member

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    Further to my last post

    skinks, salamander, and stegadon provide the range.
    Priests and slann provide magic
    Warriors, stegadon, and cavalry provide close combat

    I think it gives a heavy magic list that is still well rounded.
     
  5. strewart
    OldBlood

    strewart Well-Known Member

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    Yeah you pretty much need to focus your army and choose what you want to be really good at. You can carry a bit of the other, but you can't really try for balance. For example, if you take a Slann you really have to max out on magic or you are just wasting his points, and then it gets really expensive. The rest of the army can be combat though.

    And if you take a carnosaur, the only magic you are going to have is skinks with heavens. Heavens is an ok law, but not really suited to level 2 mages IMO.

    If you want to be good at something, you really need to invest heavily in it, otherwise you find that balanced armies can hold back enough of you to make your army struggle. You could go with a carnosaur then boost your magic defence, which will in turn give you an average amount of spells to throw around, but it still won't hold up to armies that have a decent amount of magic themselves.

    I am really tossing up between Slann or carnosaur. I think I will have to make a list of both an switch between them, then get to 3k as soon as I can and really take both. :)
     
  6. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

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    All will fall before the might of the lizardmen..

    We are and always will be essentially an elite army, no matter what you choose (magic or combat) you can't go wrong.

    If ur combat then a massive terror and d3 wound causing carnosaur and a powerfull oldblood will lead your army to victory (just get ur guys into combat fast or magic will obliterate you)

    In magic take a slaan and you can't go wrong (as long as hes with tempies). Not only will anyone be hard pressed to defend against his spells but they will also not be able to get through many of their own.

    ...your preference ;)
     
  7. jay.sar87
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    jay.sar87 New Member

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