Total Roster Cost: 2397 Saurus Oldblood - 471 pts Light Armour, Shield, Carnosaur, Sword of Bloodshed, Dawnstone, The Other Trickster's Shard Skink Priest - 140 pts Level 2, Cube of Darkness Skink Priest - 125 pts Level 2, Dispel Scroll Saurus Scar-Veteran - 168 pts Battle Standard Bearer, Light Armour, Shield, Dragonhelm, Glyph Necklace, Venom of the Firefly Frog 23 Saurus Warriors - 283 pts Full Command 10 Skink Skirmishers - 80 pts Javelin & Shield 10 Skink Skirmishers - 80 pts Javelin & Shield 10 Skink Skirmishers - 80 pts Javelin & Shield 10 Skink Skirmishers - 80 pts Javelin & Shield 5 Chameleon Skinks - 60 pts 5 Chameleon Skinks - 60 pts Stegadon - 235 pts Stegadon - 235 pts 2 Salamanders - 150 pts 2 Razordons - 150 pts Like to know what ou think of the list in general with the following restrictions in mind http://www.mediafire.com/view/?p1jisyedcydjbr5
I have managed to play the above list in a few test games and came out of the match ups more or less how I wanted to (2 Minor Victories and a minor loss). Here is a quick breakdown of how the individual entries performed in each game Carnolord - Brilliant at taking down RnF troops. Single handedly Flanked and ran down a unit of 38 TK Skeleton Warriors, TP and Necrotect (450ish points) over the course of 2 turns (4 phases) thanks to clever use of terrain (making it impossible to reform the unit to bring TK characters into contact with the Carnolord). In the other games he was less useful but did work very well as a flanker smashing his way through several units of Beastmen chaff before adding some much needed CR in the combat against one of the 3 Hordes he was running. Skink Priests - I LOVE Lore of Heavens and run it whenever I take Bretonnians to the field of battle, knocking missile units off hills with Wind Blast or into long range, or isolating one unit of the enemy army is one of my favourite things to do and really affects the opponent and his battleplans. Which in some cases can actually win me games or pull back a draw. BSB - I actually love this guy, its strange for me to have a BSB with a decent save and the ability to put out the hurt. I am still considering giving him some more manouverability with a Cold One/Horned One I tried to play with a Skrox unit as my only ranked unit but found it less than effective as I need something in the army to act as an anvil and gradually grind out a combat so cut out the idea of all Skink core and stuck in a unit of Saurus (with BSB) the unit over the course of 3 games has done its job reducing those nasty hordes to under 50% strength so that I can throw my Carnolord into the unit and start to quickly rock up the kills, or pummel the unit with poisoned shooting with Skinks to try and gather those last few VP's from the unit Skinks are just pure gold, I can understand why ETC has put restrictions on these guys. One of my main oppoents is Ogres and short of him casting bubbled Trollguts on his army he had no answer for them, however the issue again is Hordes specifically beastmen hordes. Stegadons are great for Tarpitting units, however they do need support or careful use by clipping units to minimise the amount of return attacks Razordons, I had seriously underestimated these guys, although they do need some additional snacks to be brough along for the tournament so am going to have to do a little point squeezing. Salamanders are the target of a rediculous amount of fire and are rightly feared by most of my opponents
I like your list. Nice job staying within the restrictions. Seems like you did well with it. I agree that Razordons have a place in our army. It's just that Salamanders are better, hence the restriction. Skirmishers can indeed lay the hurt on a horde if they focus their fire. Blowpipes would be better for this since you can potentially get out twice as many shots. Try dropping Javelins on a couple of your Skirmishers and see how it goes. Remember that you can always single tap if you need to. Plus if you do that you can get the points for a Cold One for your BSB.
Although mounting your BSB for extra movement and +1 AS is good, be aware this loses your look out sir roll, so if you come against a artillery piece it can snipe out your BSB whether he is solo or in the saurus regardless, while unmounted he can hide in the saurus block
@ Qupakoco, thanks it took quite a bit of shuffling points to be able to get it to this level, problem with going down to blowpipes on the skirmishers is that currently I am spending almost the bare minimum amount of points in core as it is (3 points over) which means that I'd need to add a couple of skinks or saurus and I already have the movement trys build and painted so cannot really do such a thing. It is definately something that I will bear in mind for next time. @Rhodium, thanks for your comment and this is taken on board. Typically I do not face many cannons due to playing ETC team events so i can avoid such armies for more favourable match ups (I LOVE facing Tomb Kings, WoC and OnG less so Wood Elves and Beastmen) the OnG can still hurt him with the Doom Diver so will bear that in mind, however I figure since I have 3 pieces in the army with big shoot me targets (Carnolord, 2 x Stegadons) I was hoping that seeing three such threats my opponents would not target the BSB. That is of course quite risky as it depends on my opponents playing the way I want them too
Hello. First the ETC says that a max of 3 of the same unit types are allowed, so, you have an error with the skinks. also the Salamanders are 0-1 choice, and you have 2 units. I have to play ETC all the time, because here in Poland every tournamet is on ETC rules so i can spot errors with my eyes folded ;/ P.S The ETC rules are obsolete, we now wait for the new dwarft
Why are you saying that ? There's the 2012 Rulespack that is out for 3 months. It's not obsolete for me.
Lizardmen Specific Allowances gives you 4 identical core choices and overall a maximum amount of 6 units of Skinks (including skirmishers, skink only cohorts under 20 models and chamo skinks) so as far as I can work out I am within my limit for this. Salamder units are a 0-1 choice, but that single unit can have 3 Salamanders in the unit so again as far as I am aware within limits again. Finally I'm still playing with these restrictions until the release of the 2013 pack
the rulespack found here http://warhammer.org.uk/phpBB/viewtopic.php?f=18&t=104268 doesn't mention 4 core choices for lizardmen, and it's the official one.