8th Ed. Dual Carnosaur at 2k

Discussion in 'Lizardmen Army Lists' started by Haemoglobin, Aug 17, 2014.

  1. Haemoglobin
    Ripperdactil

    Haemoglobin 9th Age Army Support

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    Hey guys!
    This time I am trying to get a playable list with 2 Carnosaurs at 2000 points. It is meant for a tournament that is not very comped (no special characters allowed, and thats all). I expect it to have plenty of powergamers and cheese lists but I'm very tired of relying on magic all the time.

    So here goes:

    Lord

    Saurus Oldblood
    Carnosaur - Bloodroar, Loping Stride
    Crown of Command
    Armor of Destiny
    Luckstone
    Great Weapon

    Hero

    Scar-Veteran
    BSB
    Carnosaur - Bloodroar
    Charmed Shield
    Talisman of Preservation
    Light Armor
    Great Weapon

    Skink Priest - Lore of Heavens
    Dispel Scroll

    Core

    10x Skink Skirmisher
    Javelins

    10x Skink Skirmisher
    Javelins

    17x Skink Cohort + 1x Kroxigor
    Poisoned Attacks
    Musician

    18x Skink Cohort + 1x Kroxigor
    Poisoned Attacks
    Musician

    Special

    Bastiladon - Solar Engine

    3x Ripperdactyl Riders

    3x Ripperdactyl Riders

    3x Terradon Riders

    1996/2000

    So I've got a few questions about it:

    How do you think the Skrox units would do? Do they need poison or should I just drop the poison and get an extra 10x Skink Skirmishers with Javelins? Or should I remove them all and replace it with about 27 Saurus Warriors? I can see benefits in both having the Skrox units or having a Saurus Warrior unit.

    Basically Ill be using the Scroll caddy to 6dice the heavens signature at the start of the game to either try and incapacitate a warmachine or drop the Ld of a unit I will be charging with a Carno. Spare dice go to the bastiladon.

    The fliers will be vanguarding and trying to get behind enemy lines asap. I am just a little worried about the unitsize though. Should I drop the Terradon riders and use those points to beef up the Ripper units?

    In any case, comments are greatly appreciated!

    Haemo
     
  2. Ixt
    Troglodon

    Ixt Well-Known Member

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    List looks like loads of fun, man. :)

    I have a couple of concerns..

    First, I'd be worried about the lack of Dragonbane/Dragonhelm on the big guys.

    Next, why choose Lore of Heavens?

    I love Heavens (I prefer it to Beasts), but there are a LOT of 'Wildheart' targets in your list!

    Oldblood/Scar Vet/Carno become S8/T6 with a +1 to cast Wyssan's (more or less), Rippers/Terras gain S5/T4 (also at a +1), Skinks become S4/T3 (and I5 with the Basti around - nice!!).

    Spamming Iceshard Blizzard would certainly benefit your 'Terror' effects and aggravate war machines, but the Carnos shouldn't need much more help beyond Bloodroar (it's basically a -2 Ld hex), and your fliers should devastate any ordnance early on enough.

    I see Wyssan's helping this list out a bit more, I suppose - epecially on the fliers in the early game.

    That Strength bonus literally applies across the board for you - with Javelins, NOTHING goes unaffected by the +1 Strength. Pretty decent, man.

    Were the darts consolidated to a single block of Cohorts, you probably wouldn't need poison.

    Personally, however, I'd keep it as is. Poison is just nice to have.

    I wouldn't go with Saurus in this list... They may have a hard time keeping up with all of the other fast stuff.

    My last concern lies with the lack of Standard Bearers - these are just nice to have for combat res, and will be a godsend in 'Blood & Glory.'

    Otherwise, the list looks pretty darn fun. I love me some Skrox darts! :)

    Enjoy, man!
     
  3. Amrod
    Skink

    Amrod New Member

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    The poison of the sKrog unit can use it in close combat? or only for the javelins?

    Like your list, but I like to change the basti+terradon for a Ancient Stegadon, because is a tarpit itself. I think is only a different approach, but I like this list.
     
  4. Haemoglobin
    Ripperdactil

    Haemoglobin 9th Age Army Support

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    You can upgrade the skinks to get poison in CC aswell. I figured it would make killing monsters alot easier. The level 1 mage really is a bit meh but its the only mage I can get in there. And while Beast magic has a pretty good signature, the signature is shortranged. Ah choices choices.
    I definately have to playtest this.

    I also added the Terradons for easy chaff removal, and an extra flying unit/vanguard that my opponent needs to be aware of.

    Adding banners is a possibility, but the tournament that I want to play this in doesn't use B&G, so they arent really mandatory. Good chance I'll lose the skrox units anyways so I'd probably be giving away extra points. But then again, +1 Cres :p
     

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