Hi Guys, A friend of mine challenged me to play "aggressive lizardmen".. I always play defensive and wait for the enemy, but now I tought out of the box and hopefully it will make me win the match! So here is the list I made, usually I play with a huge block of saurus warriors, temple guard with slann, some skinks and some flyers.. Lords: Slann Mage-Priest -- Becalming Cogitation -- Harmonic Convergence -- Focus of Mystery -- BSB w/ Standard of Discipline -- Channeling Staff Heroes: Saurus Scar-Veteran -- goes with temple guard -- Halberd -- Shield -- Glittering Scales -- Ironcurse Icon -- Luckstone Skink Priest -- Lore of Beasts -- goes with skink cohorts -- Dispell Scroll Skink Priest --Lore of Heavens -- goes with skink cohorts -- Cube of Darkness Core: Skink Skirmishers (10) -- Skink Skirmishers (10) -- Skink Cohorts (14) -- Saurus Warriors (20) -- -- Musician & Champion Saurus Warriors (20) -- -- Musician & Champion Special: Temple Guard (35) -- -- Full Command -- Banner of Eternal Flame Bastiladon -- -- Solar Engine Ripperdactyl Riders (5) -- -- Brave Chameleon Skinks (5) -- Slann is going to swap Apotheosis and Soul Quench for Melkoth's mystifying miasma and earth blood.. The lv1 skink priests are going to swap their spell for the signature spells so I have wyssans wildform and iceshard blizzard.. The temple guard unit is my hammer and my anvil, the saurus are for the support of the templeguard.. the idea is to cast the following spells, while my temple guard on combat: 1. Iceshard Blizzard (for the -1 to hit) 2. Earth Blood (5+ regeneration) 3. Melkoth's Mystifying Miasma (Degrade WS) 4. Hand of Glory (WS boost) 5. Wyssans Wildform (+1S and T) Hope for some good feedback! Battle is tonight! Do not post individual points costs for units.
Good luck! Looks like a good list. Interesting build on the scar-vet, it really made me think. Hard to hit > a better armor save? hmm. Im unsure. Do let us know how the battle goes. Im curious!
You can't use the Shield on the Scar Vet in CC if it has a Halbred. Also not sure if the Saurus will do much with such a small number.
The battle result was a draw! About the scarvet: his shield is for better ranged save, enemy had -1 to hit and if neccessary he may re-roll his result.. the tactic was to replace one of the high magic spells for earth blood so he had a 5+ regenerarion.. The saurus blocks died very quick, next time i use a block of 40 instead of two smaller ones of 20 each.. The temple guard were awesome! They slayed everything who wanted to stop them, killed some trolls goblins and even warmachines because of the overrun range.. Skirmishers with walk between worlds is very nice, place them within 6 inches to block the enemy and you are ethereal so you cannot get hit! killed a mangler without any damage and blocked some squigs!
Pg 60. "gains the Ethereal special rule until the end of the phase" You do not get it until the next magic phase.
Oh yeah, sorry you're right, nevermind, one illegal move for a unit who died after a charge by combat res. so didn't affected the game! put the skinks with the move when it is ethereal on the manglers and they are still dead without any damage! Thank you for the feedback, won't make this illegal move again! Tactic remains the same! excellent hunting spell for mangler squigs and squig herders..
When a Mangler Squig or Fanatic is within normal power range (10") or powered range (20") and you are able to put the unit on a mangler squig you kill them easily! You may put them on a mangler (put within 1") the mangler dies but you gain 3D6 hits.. but because you are ethereal you don't suffer any wounds!