Howdy! In a few weeks I am going to be playing in a mini-tourney with friends in the area that play. It will be about six of us total I believe. So far here are the armies that will be present: 2 lizardmen (one being me), dark elves, skaven, ogres, and wood elves. With my favorite models of the lizardmen army being the carnosaurs and stegadon I thought it would be fun to put all of them I have in one list and see how it fares. I'm also gearing up for a possible 40ish man tourney in a couple of months and if I have fun with this list and it is semi-competitive I just may take it. My idea on this list is to enhance what the carnosaur and stegs do best (wounds and impact hits). Let me know your thoughts and what I may can tweak to improve the list. Lords Old Blood - Carnosaur, enchanted shield, pirahna blade, dawnstone, crown of command Heroes Skink Chief - ancient stegadon, warspear Skink priest - lvl 2, cube of darkness Skink Priest - dispel scroll Core 42 Saurus Warriors - full command x10 Skink Skirmishers x10 Skink Skirmishers Special x5 Chameleon Skinks x6 Chameleon Skinks Stegadon Rare Ancient Stegadon Salamander - extra handler Salamander - extra handler I thought about changing up the list by removing the salamanders and having my stegadon changed to an ancient, but my thought is the salamanders can pose enough of a threat and are cheap enough that I'll use them almost as a decoy. Use them and my skinks to hold up my non-dinosaur flank. Then my opponent will either leave them alone and let my salamanders get lots of shots off or take care of the salamanders and free up my stegs& carnosaur to rampage through where I want them to.
I like this list. Nice to se a fun "semi-competitive" list with out a slann from time to time. Definately do not take out the Salamanders. They are just too good and will be more helpfull than a few more S6 impact hits/thunderstomps.
Thanks! Yeah, I'm looking forward to trying out the list. I think it is going to be a bunch of fun. The saurus are all sword and board. I prefer the extra parry save and I think I'm planning on using them to bog down a particularly nasty unit until my big boys can get in to flank or rear charge.
Explain how a skink chief in the howdah gets a 2+ save. I'm pretty sure this is wrong, but I'd sure like to know, thanks!
Actually realized today that I wasn't taking into account that the enchanted shield is more points for LM. So I will have to adjust to the following: light armor, charmed shield and to cover the points I will remove 1 cham skink from the unit of 6 to make both 5.
As written in Q&A, when an item is in the army book and in the BRB, you have to take the army book cost. Which is 15 point instead of 5 for the enchanted shield.
You could also take a regular shield and a Dragonhelm. Same save as Enchanted Shield and 2+ Ward against fire as well. Though the Charmed Shield is very good on a monster rider.
I got to use this list for the first time Monday night and went up against my bud who plays Ogres. Highlights - I one shot his giant with my old blood thanks to some slightly above average rolls and the pirahna blade - Nearly making his unit of iron guts flee because of a flank charge by my salamander that won combat res by 1. If it wasn't for bsb reroll they would have fled Lowlights -My old blood being run down when I fled from a front and flank charge that was coming right after killing the giant. I ended up winning fairly convincingly. Although I really learned just how fragile my monsters can be if I don't set up my match-ups correctly. I need to work on getting multiple monsters into the same combat or flank charges otherwise I'm at a disadvantage. Especially against ogres who take away my thunderstomps, which is a sizable part of my list's killy power. I'm also going to try and tweak the list to get my skink chief turned into a bsb as I want that rerollable cold-blooded 6 for the other stegs as much as possible.