As some of you might know, an interschool league is held anually between secondary schools. For the first time ever Okehampton college will be taking part. Unfortunately, only 4 people from each category (WHF, WH40K and LoTR) will be able to take part. At present we have only 10 active fantasy (yes, most people play 40k :/) which is offcourse a mixed blessing; less diveristy in general friendly games, but easier to make the team. However, assuming that between players that leave and join the club, we still have 10 fantasy players when it comes to crunch time, we are still left with 6 players who won't be taking part. To sort out problems that may occur when deciding who makes the grade and who doesn't, we have decided as a group to hold a mini tournament, top 4 players qualifying. This is the bit i admit i am unhealthily competative: i am unhealthily competative! Due to this, i am adamant on making the team. During the past few months i have observed my fellows playing. After doing so i have noticed a few general mistakes being made by the majority. These include the absence of a sound plan, small but elite armies and components of armies not working in conjunction with each other. I then sat down and thought about what performs best for me in my Lizardmen army, and what doesn't work. This is what i came up with: Hero: N/a Core: 13xskinks with blowpipes (78) 13xskinks with javelins and shields (78) 13xskinks with javelins and shields (78) 11xskinks with javelins and shields (66) Special: N/a Rare: 3x salamander hunting packs (195) Skinks are always amazing for me, and poison simply owns in small games. Saurus just dont cut it for me, thus the exclusion of them in my list. The other must have in my mind were the sallies. Artillery dice flammable hits, -1 to save and move and fire combined with a unit that still hurts in combat is just to good to pass up. I have not included a hero because in my experience, they just don't kill enough if they are melee oriented, and fail to cast much if mage oriented (max level 2 so 2+2=4pd v 2 dd...+bound item). I would be grateful if you could assess my newbie list (yep i've just started the lizards). Any feedback is appreciated. Thanks!
You have one small flaw with this list... Ok, you have a very Large flaw with this list. You have no General. You Need at least one hero to take up the responsibility of leading your units on the field. Now for a skink warband like this I'll suggest a Skink Chief. You'll have to get rid of a single unit of skinks for the points, or one of your salamanders from the hunting pack. You also might want to look at dropping one of your other units down to ten for the extra points to put into his equipment (blowpipe, shield, etc...). I'm not sure investing in any magic items will be helpful for this guy so I'll just stop with this. But if you want some suggestions for magic items to equip, I'm fairly sure we can provide.
I do not have to field a general as stated in the warband special rules. Therefore i ask, were you unaware of that (my mistake i should have said so) or are you telling me i need a general for gameplay purposes?
Here is a 500 pts list I have used a couple of times: GENERAL: "Loqkai of Pahuax" Scar-Veteran: Biting Blade 107 pts Enchanted shield, light armor Skink Priest: 65 pts "Tzatenq of Aymara Swamps" 13 Skink with blowpipes 78 pts 12 Skink with blowpipes 72 pts SPECIAL: 3 Kroxigor 174 pts = 496 pts
Im not sure you guys are following, UP TO 1 hero is allowed. Max 25pts of equipment, only 1 special or rare choice, and no model more than 150 pts. The tournament follows the warband special rules.
you still need to nominate a general for the army, which doesn't have to be a hero for warband in your case would most likely have to be a Brave, but then again i don't play warband so i could be wrong
My bad. Never playd warband rules, so can't help with my experience there.. Although I would probobly take a scar-vet just to give your skinks and sallys a higher leadership to test on, and if you make him a JSoD you've got yourself an asassin aswell...
Will get trounced by Ogres..... But on the other hand do not see how this can be a competition. Also quite sad that you can fit 50 skinks with Salamander in 500 points.
You would indeed need to nominate the general but as stated he can be a brave. You would also have to give him an archtype, which is free, so you'd lose one skink from this list. As for being killed by ogres, you should be able to effectivly march block and move around them, and being warbands you don't have to worry about butchers. However I would suggest either brining in a Skink Priest or some kroxigors, something that can take out heavy armored units, such as dwarves and choas, not sure what your main opponents are, or if you'd be allowed a sacred spawning list, but lore of metal works wonders. Other than that it should go well.
I was actually unaware of the leadership rules for warband games. The only books I have are the BRB and the Lizardmen army book. Now that I have been educated, I still stand by my statement. I actually would also favor the Scar-Vet for your general, but it eats into a good portion of your limited point total. So, I still say the Skink Chief might do you well enough with the higher stats. I do also agree that you have little in the way to deal with heavy armor, but all of your other choices eat into those points.
When playing at such a small level its often possible to guese the kind of list that you will be likely to expect and therefore to an extent design a list that is able to counter these specifics, let me explain: In 500pts ive often found that lists are designed around a specific struture. You will normally( unless facing a horde style army) have one block of warriors or two which will be at best 20 models strong and with the current 'elite' armies this will likely to be around the 15 mark. This block will then normally be supported by shooting unit which will concentrate there fire on your own solitary fighing ranked unit thus making it easier for there own unit to take yours on. You will then normally have a small skirmish unit/fast cav unit to support there unit. Finally Ive noticed you will then have one heavy hitter unit often a chariot or a unit of knights. You will notice that all these units are based around the idea of supporting the ONE main unit and at the same time reducing your own fighting unit through rank removal/flank hits therefore it would seem that the best list is one tht can deny an oppoennt of reducing the fighting unit by not including one and so subsequently removing the interaction wit hthe main block and the supporting units: this can be achieved very well with the skink horde however whilst I like your idea I sugest taht in order for it to work you need something to finish of the oppoents unit whilst at the same time now allowing the opponent a co-ordinated attack. Here is the list I propose: Scar-vet- light armour, shield, great weapon,charm of the jaguar warrior=113 2 X10 skinks= 120 12 sinks=72 3 salamander hunting packs= 195 =500 This list is all about denying the opponent any tangeable form of victory points as they dont have any one large unit to focus on. The skinks will bait and flee units or remove any flankers and mainly protect your other units. This list works by isolating the main unit and then striking it with the scar vet; the salamanders will attack the oppoents block and once down to sufficient lvel the scar vet will come in and finish them off. Any chariots/heavy calvary can easily be taken out by the scar vet and the oppoent shouldnt have difficulty using shooting as hell be facing an army of skirmishers. Remember your opponent wil likely be limited to one tactic based on the support of his main unit so by remving that and disrupting that tactic you should hopefully be succesful. Sorry is such a long post but working out 500pt armies is something ive done with nearly all the armies and so is something I hope I no a fair bit about.