8th Ed. ETC 2400 Liz army, cold ones...

Discussion in 'Lizardmen Army Lists' started by Pajak, Feb 20, 2014.

  1. Pajak
    Jungle Swarm

    Pajak New Member

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    I was wondering if there is any playable roster using big unit of cold one riders. What do you think about this below:


    1 Slann Mage-Priest
    General; Magic Level 4; Lore of High Magic; Battle Standard
    Channeling Staff
    D: Harmonic Convergence
    D: Focus of Mystery
    D: Soul of Stone
    Obsidian Amulet
    Standard of Discipline

    1 Skink Priest
    Magic Level 1; Lore of Heaven
    Dispel Scroll

    1 Saurus Scar-Veteran
    Halberd
    Armour of Destiny
    1 Cold One

    1 Saurus Scar-Veteran
    Light Armour
    Charmed Shield
    Sword of Might
    Dawnstone
    1 Cold One

    1 Saurus Scar-Veteran
    Halberd; Light Armour; Shield
    Talisman of Preservation
    Ironcurse Icon
    1 Cold One

    4 x 10 Skink Skirmishers
    Javelins

    27 Saurus Warriors
    Full Command

    10 Cold One Riders
    Full Command

    3 x 3 Ripperdactyl Riders

    5 Chameleon Skinks

    Models in Army: 90


    Total Army Cost: 2397.0

    Slann is with high magic because of great augment spells and possibility to swap for other lores.
     
  2. heuningby
    Saurus

    heuningby Member

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    Looks fun :)

    Please let us know how it went when you try it out. I also want to do this sometime
     
  3. GCPD
    Bastiladon

    GCPD Active Member

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    Are you running halberds and Sword of Might with the intention of putting all the Scar-Vets in the Cold Ones and casting Hand of Glory?

    Even if so, I think Great Weapons are superior. That additional pip of Strength really pays off against 1+ armour saves, and Scar-Vets are tough enough to really with stand most attacks until they strike. They benefit much more from HoGs WS buff (being able to hit things easier, and being harder to hit) than the Initiative boost (hitting things first is great, but not if you can't hit enough to kill it).

    Also, if you gave everyone Great Weapons, you could have one Vet with Armour of Destiny (1+/4++), one with Dragonhelm and Dawn Stone (1+ re-rollable) and the third with Stegadon Helm, Luckstone and Ironcurse Icon (T6/1+/one-shot re-rollable, 6++).

    Otherwise, I like it. Especially the 3x3 Ripperdactyls. I do have one question: what is your anti-Daemon Prince plan? The worst possible situation is that he jumps on your Cold One bus with all the Scar-Vets in turn 2, and ties them up for the whole game whilst the rest of the Warrior list kills yours.
     
  4. Pajak
    Jungle Swarm

    Pajak New Member

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    so...

    against VC there was no history, I cleaned up the table, but with a good VC's roster, my opponent wasn't experienced.

    against EMP, with a good opponent and tough roster on 3 units of demis I got a draw.

    third battle was against deamons, good player, good roster, my dices were bad, his were better, he slightly won. I think if we both had average dices there would be draw.

    The roster is good, but I have a problem with high magic. In battles it came out that it is difficult to swap spells, because you have to use the important ones, which are usefull also in next rounds of battle and of course you cannot swap them. I think that all signatures or just beast or heaven on slaan could work better.

    If you have any suggestions I am waiting for them.

    about the cowboys, I gave the great weapon to the one with armour of destiny. The sword of might has to stay against etheral creatures, halberd is usefull sometimes against big units with great weapons like dwarfs units.
     
  5. forlustria
    Ripperdactil

    forlustria Well-Known Member

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    Slight problem isnt there a a restriction on number of scar vets on coldones (max 2 i believe)
     
  6. Pajak
    Jungle Swarm

    Pajak New Member

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    max 3 so far this year ;)
     

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