I was was wondering how my 1500pt list would preform when dealing with other WH armies and what should I look out for? Lord Oldblood on carnosaur Core 2 blocks of 30 saurus with spears (main fighting force arranged into 3 ranks of 10) 1 block of 25 Skirmisher skinks with blowdarts (25 poisoned attack kamikaze squad) Special 2 solar bastillodons (meat shield, maybe a lucky roll on the sloar engine) total 1495
With your saurus you are going 3x10 horde formation if your only going 3 deep in a horde why are you going with spears when they will are get to attack anyway and you lose your parry save I would go for sword and board if your going deploy with only 3ranks if you go with spears go 4deep and 10 wide to make the most of spears
Seeing that you have no casters at all, HW & shield might be worth a second glance, as you will need the parry save to add some staying power to your blocks imho. It aint much but I have found the +1 Asv and parry save have spared me a good couple of soldiers in the past. Either that or consider some sallies to thin out opposing blocks. Against weak troops saurus performs well, against other army elite troops they can die quite easily before striking. So I would try to whittle the enemy blocks down before engagement Just some ideas, but I can see you are going for a very fighty list. I hope your Carnosaur does not die as easily as mine does Too easy to kill that sucker... Edited for failure to read properly...
Why are you running the single large unit of skirmishers? If you want everyone to be able to shoot (50 shots with double tap), the unit will be 16" wide (2x13 with 1/2" in between). That is a huge amount of table space to fill, and you can still lose the whole unit to a charge from just about anything. You would lose nothing by splitting them into 2 units, or swapping some of the skinks for chameleons.
Interesting, thanks for the info so far. I'm a bit worried about large tar pits and spellcasters how would you recomend I deal with that either unit wise or tactics?
Not sure why no one has said it but. Forget the laser dons. You have no casters. If your opponent has even 1 level 1 of any lore they will out cast you. And they won't. Every army bar something Killy enough for you to not be able to handle will have 2 - 4 levels of magic at that point size. So either leave them at home or get a priest. With a priest you can cast wildform and make the blocks pretty decent. That will also give you a great opportunity to cast lasers. Without the priest I would go for 2 scar vets on cold ones over the carni. Split the skinks up and get 3 groups of 10 and then make one big block of warriors and a small possible flanking force near parent unit. Without lasers take sallies rippers cold ones. Or of course steggles lol. If you have spare points a priest would still be ok. But not as helpful as another cowboy I would think.
Why didn't anyone mention that? I would of thought that would be the first thing they'd point out. Thanks guys this will help alot, is there any pacticular units/spells I should whatch out for, other than spellcasters and lage blocks of chaff?
Traditional enemy of lizards are initiative based spells... like purple sun and co. so look out for those. Mindrazer is particularly nasty and you will see this when playing against DE probably fairly often. Apart from that most magic cast against you is generally not your friend. Just try to make sure you know when your opponent is bluffing and casting low spells that he really needs... but makes you think he doesnt care and when he goes all out for a big one possibly forcing the IF. points denial is a great tactic... but it wont work in a list that doesnt include a slann for you. So I would suggest getting more cheap units for redirecting and attracting attention away from your blocks... rippers would probably be the best for this. in a smaller point game you are looking at smaller units meaning on the charge this guys have a chance of either wiping out a unit of 15< (i think that is 15 or less... lol) or at least making them practically useless... clear out chaff with skinks or force some redirections and then hit a juicy target in the flank with cowboys or rippers with a frontal charge coming from warriors. As a new player you cant expect to win.... not even 1 in your first 10 games... but how you die each time will reveal a valuable lesson about your understanding... and your units capabilities.
This may be harsh but if you want a competitive lizard list under the new book you probably should do a 180 with the current list. Basic problems with the list is that you have no magic, offense or defence, slow s4 blocks, no bsb and a monster mounted general. S4 doesnt cut it anymore for mainline combat and hasnt really since the release of ogres 2 years ago. Anyone can tell you the problems of a monster general( easy to kill, lots of VPs, gets murdered by artillery). Our leadership took a hit in the most recent book hence we need that bsb for the reroll(always did). Oldblood on carno was trash tier last book and it only got worse this book(+10pts and -1I). Slann is still the only lord choice for a list that wants to win consistently(i.e. be competitive), at any points level. I'd recommend bsb, becalming and a scroll or bsb, standard of discipline and one of (scroll, focus of mystery, wandering deliberations). That simple swap improves the list massively as it takes care of magic defense and offense, along with leadership, bsb and removes the big weakness of the monster mounted general. Second step is to fix the low strength of the list, to this end either get a couple of scarvets in with great weapons or any of the standard cowboy builds (cold one, LA, charmed shield, Dawnstone, sword of might or cold one, GW, armor of destiny). to fit this in you'll have to drop either both dinos or one block of saurus, to be honest I'd drop both to add in the next list fix. This brings us to the speed of the list, so far we have all M4 blocks and one huge block of skink skrimishers. Golden rule for skinks is as small as possible and as many units as possible. I'd try and get 3x10 man units with javelins in. Next try to fit in some terradons, chameleons or salamanders to add more speed and board control to the list. These three changes make the list much more competitive and more likely to be able to hold its own against most armies. Compare how the two lists hold up against the standard empire list with 2 cannons, steam tank and demis or the O&G list of savages, trolls and artillery. You probably will even have a fighting chance against WoC, our worst matchup with the exception of the demon prince who I still havent found a reliable counter for. ( assuming the Woc player isnt stupid enough to get charged by an ancient steg with sharpened horns.)
The best solution I've found for the daemon prince is the old blood. 1+ re-rollable armor and 4+ ward, T5 and immune to the stomps means that the daemon prince gets neutered. Eventually, the daemon gets ground down by the hitting power of the old blood. Lore of life or high magic will easily replace the ~1 wound he might lose, and lore of beast makes the fight very, very, short. The big change from 7th to 8th edition is the Old Blood Cowboy gets cheaper, and the nerf of the slaan means that a ~400 point slaan isn't that much better than an economy slaan, allowing for the running of the ultimate cowboy.
Well what do guys think about this list? Lord 3 lvl 2 skink priests one with dispel scroll one with cube of darkness the last one with dragon helm and enchanted shield Core 2 blocks of 12 blowpipe skirmishers 2 blocks of 30 saurus Special 2 solardons Total 1491
skink priests can't have magical armor, so it's no use to have them on him. Besides you have two magical armors on one priest so it's illegal in two ways. Check the arcane items in BRB, there are some that could work well. for 15 points from the magical armors and 9 points that's left you could take a power stone to get +2 power dice for one spell that the skink priest have. It's great to get a wyssans cast with one dice and 2 free dice
I ran 2 skink priests with 2 solardons, and it was decent magic phases (the rest of the characters was 5 fighting guys). I think heavens would have worked better than beasts, the better range would have kept them more safe.
If you work your magic phase right you can potentially 'groom' your 3rd priest (the one with power stone) to get the number 6 spell by rolling him last. The odds of you getting a spell which has already been rolled is much greater on the last priest so use the stone to transform him into a dragon and increase your monster target saturation.
Thanks for the feedback guys Ok? now I'm confused On page 88 in codex lizardmen it says a skink priest may take up to 50pts of magical items also on page 502 of the warhammer rulebook it states a model may have one suit of armor and one shield (skink priest starts with neither at base ) so I thought that would be ok.
Look at page 500 under magical interference. Unless you can take normal armour, you can't take magical armour.
And now I feel stupid, thanks guys for setting me right. Well this calls for another list, well have 20pts spare guys any suggestions?
Interesting choice but the none of my priests can take it because of the one type of magic item per model rule.