7th Ed. first 2000 point list for tourny

Discussion in 'Lizardmen Army Lists' started by junglelizard, Aug 30, 2009.

  1. junglelizard
    Jungle Swarm

    junglelizard New Member

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    so im new to fantasy and this is the list ive come up with, suggestions are welcome


    Saurus oldblood 435

    -blade of revered tzunki

    -enchanted shield

    -carnosaur


    lvl 2 skink priest 440

    -x2 dispel scrolls

    -Engine of the Gods



    CORE



    x20 saurus warriors 270

    -spears

    -full command


    x20 saurus warriors 270

    -spears

    -full command


    x20 skink skirmishers 140


    x15 skink skirmishers 105



    SPECIAL





    Stegadon 235


    x3 terradon riders
     
  2. Eternity_Warden
    Terradon

    Eternity_Warden New Member

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    Split the 20 unit skinks into two units of ten, you get more deployments and can shoot at more different targets.
     
  3. thesecondman
    Temple Guard

    thesecondman New Member

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    Hi there, thanks for posting on the Army List section. Heres the changes i'd make. Feel free to ignore if you disagree or are offended. However, I will say that i'm not new to Warhammer or lizzies ;p Your list is below, with suggestions.

    so im new to fantasy and this is the list ive come up with, suggestions are welcome

    Saurus oldblood 435
    -blade of revered tzunki
    -enchanted shield
    -carnosaur

    lvl 2 skink priest 440
    -x2 dispel scrolls (Not necessarily needed. You have some dispel dice. 50 points worth of scrolls is almost as much as another priest with cloak of feathers (who is 90). And he ca march block people.)
    -Engine of the Gods

    CORE

    x20 saurus warriors 270 (MAKE units of 18, ranked 6x3. You want maximum frontage cos Saurus are ownage)
    -spears
    -full command

    x20 saurus warriors 270 (MAKE units of 18, ranked 6x3. You want maximum frontage cos Saurus are ownage)
    -spears
    -full command

    x20 skink skirmishers 140 (Make into 2 units of 10)

    x15 skink skirmishers 105 (Get 5 more. Make into 2 units of 10)

    SPECIAL

    Stegadon 235 (Drop this. Why explained below)

    x3 terradon riders


    Ok. Your army would be pretty good with the changes above.
    Why drop the stegadon you ask? Well, it sucks but theres this thing called sportsmanship. Your new to the game so its not yuor fault, but having three big terror-causing tough fatties can be seen as cheesy. Thats cos it is.

    However, there is an upside. You will have 235 points to spend on real troops. If you spend the points correctly (cleverly), the new units you get will, i assure you, pay off more than one big fatty Stegadon.
    You [Could] or [Should] get-

    -[Could] skink priest (level 1 or 2) with cloak of feathers (dropping 1 or both dispel scrolls on your first priest)
    -[Should] A unit of 5 Chameleon skinks (a mere 60 point unit of scouting, march blocking, charge interrupting goodness)
    -[Should] Another cheap character of some kind. Either priest (above) or a scar-veteran with a great weapon 'hiding' in a unit of saurus. Or two scar vets with great weapons. IN BOTH :p Or even a sneaky ass skink chief on a terradon for charging silly mages who have gone into the open or for slaying war machine crew with his poisoned (With Venom of the Firefly Frog) spear, or shooting people with his three shot s5 shortbow (forgot name..magic weapon...35 points...magic item section).
    -[Should] One or Two either salamanders or razordons or one of both. Don't take in units of more than one.
    [eg. one razordon and one razordon as both individual rare choices, not one unit of 2, if you chose razordons].

    Good luck with your army, whatever list you wanna take.
    For the Old Ones.
     
  4. KroxigorsFTW
    Razordon

    KroxigorsFTW New Member

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    Staff of the lost sun? Used to be like my fav item, still is prety good in my eyes.

    Out of curiosity, why in different units?

    Corney ending ;P

    Now my little bit of CnC, listen to thesecondman, he terrorises (no offense) the army list section more then me ;) He knows his stuff.

    On the topic of another cheap character, perhaps a JSOD (Jaguad Saurus of Death) this is for flying into an enemy unit, making a challenge then flying away (of a sneak attack on a chariot that is about to flank you.) But he's good, well advised against VCs aswell, so he can fly out and kill wraiths (if he has venom.)
     
  5. Time of Madness
    Skink

    Time of Madness Member

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    Here's what I'd changed

    - Engine of the Gods - Give the priest a dispel scroll and diadem of power. This will really maximize your magic defense.

    - 20 Saurus Blocks - As has been pointed out you should drop these down to 18 strong (6X3 formation) for maximum attacks

    - SKinks - WAY too many skink units. 2 units of 10 skink skrimishers is enough.

    With the points saved get some more support units. Such as terradons or salamanders.
    Time of Madness
     
  6. SlannOfItza
    Kroxigor

    SlannOfItza New Member

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    For the most part I'd say everything everyone said is pretty good. I'd only add my 2 cents on 3 things.

    One is the two stegadons and carnosaur is too cheesey remark. I'd say it isn't, since only one steg is an engine and the other is a vanilla steg. You might want the 2 stegs based on your play style or your opponent. Personally I think you can spend the points elsewhere on more core and such and have a more versatile list. But without double EoTG and/or a slann it isn't that cheesey if you ask me. Just capatalizing on combat, which this list seems to be focused on. (with the carnosaur and all)

    Second is the remark about 40 skinks being too many. I can't disagree more, 4 units of 10 skirmishers gives you alot of harass and marchblock potential. IMO 50% of the game can be won in deployment and the movement phase alone. Once again though preference comes into play, but I usually run 3 units of 10 skirmishers. And they are great.

    And third is the remark about taking single units of razordons/salamanders. Salamanders can do alright on their own, but having a unit of 2 isn't terrible. With razordons its alot more important though, as one razordon can't scare off a charge of any sort. You have to take at LEAST 3 razordons in a pack. The reason why is because the best thing about them is their stand and shoot which scares off hammer units of 5-6 knights or etc because of the massive volley of shots. A pack of three can do a great job guarding a flank from fast cav or a unit of knights. And they can lay shots on advancing blocks of infantry to weaken them/remove ranks for CR in the future.


    Personally though, I perfer salamanders for toasting knights, and causing panic checks. But a salamander doesn't hold the psychological and defensive purposes taking a pack of 3 razordons does. Some opponents are too scared to charge them, or do charge them and loose so many to the stand and shoot they loose combat anyway. Though the misfires on razordons tend to frustrate me, two fold if its on the stand and shoot.

    Good Luck.
     
  7. thesecondman
    Temple Guard

    thesecondman New Member

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    Skinks are the bread and butter of lizardmen armies, along with saurus.
    Two units is just not enough.
    Also, i'm pretty sure i put a little in there about why it may be beneficial to take salamanders and razordons in single seperate units of one.
     
  8. SlannOfItza
    Kroxigor

    SlannOfItza New Member

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    That doesn't really explain why you should take units of one at all...

    IMO only a salamander can run alone (extra crew obviously) because running two units of single salamanders offers a decent amount of offensive power, but more importantly two panic tests on two seperate units.

    Where as razordons need at least 3 in one pack in order to scare off an enemy charge (which is about 50-70% of the reason why people take em) Otherwise its not enough shooting attacks to survive the charge, let alone weaken it greatly for another of your units to finish.

    It depends on preference and situation, but I would take one unit of 3 razordons and 1 salamander or 2 units of 1 salamander. (Unless you have the points and want to wreak some major havoc on a high armor save enemy army and do two units of 2 salamanders)

    More leaning towards two units of 1 salamander because they have done wonders for me, and are cheaper in points then 3 razordons...Anyway...

    Good Luck.
     
  9. thesecondman
    Temple Guard

    thesecondman New Member

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    You take them in two units of one because---
    -a) a unit of 2 is worth 150 victory points and will still roll over and die if it gets charged by something, just as well as one.
    -b) if it is a unit of 2 (hence 150 vp) it makes it a target WORTH targetting by your opponent, and only one target as supposed to two.
    -c) two in the same single unit have to set up together and must move in proximity
    -d) two units gives you an extra deployment in the deployment phase.
    -e) you can put on of them on either side of your battle line if you WANT or NEED to. Or you can put them close together. You only get the latter option with the one-unit option.
    -f) there are no other rare choices worth taking, so that doesn't stop you.
    -g) its the same points, and would only make a negative difference if the above (f) was not true.
     

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