Ok i'm really new to warhammer been playing a few weeks and bought the battalion for lizardmen. have them all built and working on painting them. But, i need direction of where to go from here. I read through the book and this is what i've come up with so far, this is more than likely a bad list. i stayed clear of the mages because i haven't done anything with magic and not sure if i want to jump into that. Any help will be greatly appreciated. Army Name: test2 Lord 1 Hero 0 Core 3 Special 3 Rare 1 Core (non Min) 0 635 pts 1 x Kroq-Gar 226 pts 20 x Suarus Warriors Group Options 6 pts Musician 226 pts 20 x Suarus Warriors Group Options 6 pts Musician 116 pts 10 x Suarus Warriors Group Options 6 pts Musician 235 pts 1 x Stegadon 370 pts 10 x Cold One Cavalry Group Options 20 pts Champion 167 pts 10 x Temple Guard Group Options 7 pts Musician 275 pts 1 x Ancient Stegadon Total Army Points: 2250pts
Before I comment on the list you wouldnt mind tidying it up for us could you? for example X Temple guard Musician Standard bearer X points something like that, It makes it easier to read and edit Im not quite sure on the rules here but on other forums it is vital that you dont put the amount of points everything individualy costs Cheers Conar
ok honestly i just pulled that list out of no where. i don't know a lot about the game Kroq-gar - 635 points 10 saurus warriors 11 points for 110 points 10 saurus warriors 11 points for 110 points 10 saurus warriors 11 points for 110 points 10 saurus warriors 11 points for 110 points 10 saurus warriors 11 points for 110 points 1 stegadon - 235 points 1 Ancient Stegadon - 275 5 Cold One Cavalry 35 for 175 5 Cold One Cavalry 35 plus 20 for a Champion for 195 10 Temple Guard 16 points plus 7 for musician for 167 Should be around 2232 i think not sure if any of this is good or worth building towards
How many points do you and your club/ mates generally play at? 2000/ 2250pts is the norm This list has too many saurus, and they arent even in big units of 20 You need flexability to your list such as some skinks/ terradons. I'd say if you were looking for a good 2k army with Kroq-gar and saurus (give cold one riders if you want) Kroq gar 15 Saurus (Full com + spears) 15 Saurus (Full com + spears) 7 Skink skirmishers 7 Skink skirmishers 10 Rank skinks (+ 1 krox) 10 Rank skinks (+1 krox) Skink priest level 2 Engine of the gods 3 Terradons (I dont know the full cost of all this, but you'd be aiming at something close to this, you have magic from the skink priest, units to hold in combat from the Saurus, hitty character - kroq gar, Speed and manouverablily - the rest) I hope it helps, This gives you variation in game and backbone to the army instead of lots of little units of saurus My $0.02 Conar
cool thanks for the advice, everyone around here plays 2250. and i know this is a dumb question but... wtf is a engine of the gods i don't see that in my lizardmen book. and people talking about ranks maybe i'm just slow but i have not idea what that means or if there's something im missing. and what's a level 2 mean?
You have got the latest Lizardmen book right? an Engine of the gods is a kind of magic machine on the back of an ancient stegadon, and it has different "powers" Ranks are the line after the first in a unit like SSSSS <--- thats the minimum you need for a rank bonus to take place SSSSS Rank bonus is +1 to your combat resolution You really should be reading the rule book if you dont know this Level 2 is a Wizard level, meaning he can have 2 spells and 2power dice and 1 dispell dice to use
I know you said you are new to Warhammer and you want to avoid magic. What the other posters have indirectly provided is a huge aspect of Warhammer Fantasy - magic defense. Even if you arent going to have a magic focus for your army, you need to be able to counter enemy magic. Spells can be just too good to sit back and idly let your opponent toy with you. So, without making your army focus magic (and you dont even really need to cast a spell if you technically dont want to), you need to have what is commonly known as a Scroll Caddy. This is a Wizard with some Dispel scrolls. I dont know if you are familiar with the magic phase, but you will get 2 dispel dice automatically and +1 per every Level 1-2 Wizard, +2 for every Level 3-4 Wizard, and then extra dispel dice from items. During your opponent's magic phase, whenever they cast a spell you can try to dispel it by rolling your dispel dice and trying to roll higher than their roll to cast. It *definitely* behooves you to be able to dispel magic. This can be a very big part of the game. So, the answer? Take at least 1 Wizard and load him up to counter magic. That way you have a strong anti-magic presence without having to dabble in magic yourself, if you dont feel comfortable with it. What others have recommended is to turn that Ancient Stegadon into an Engine of the Gods. This means taking a Skink Priest and mounting it on an Engine of the Gods (an Ancient Stegadon with pluses). You'll see the information about the Engine of the Gods on page 55 of your Lizardmen Army book. Take note of the special powers it has, as well as adding to your dispel dice. Now, if you turn to page 93 of your Lizardmen Army book and find the Skink Priest entry, you'll see he can take "Ancient Stegadon with Engine of the Gods" as a mount. So there are some of the basics. If you are staying away from being pro-active with your magic, and instead intending to play a pure combat game, I'd make the following suggestion: That Skink Priest on your Engine of the Gods can carry magic items. Give him a Diadem of Power (page 102 Lizardmen Army book) and a Dispel Scroll. Each item costs 25 pts. The Diadem of Power lets you take up to 2 of your Power Dice (generated during YOUR magic phase) and save them to use as dispel dice during your opponent's magic phase. Since you dont want to get involved in magic, this gives you the ability to counter a *ton* of magic. And just in case, you have a dispel scroll. This is a one use only item, but as soon as you use it, the spell that your opponent was trying to cast gets immediately dispelled. While there are exceptions to every rule in this game, the Dispel Scroll will let you counter something particularly nasty if you dont want to risk rolling dispel dice and maybe not countering it. Summary: Skink Priest at Level 1 - 65 pts Engine of the Gods mount - 290 pts Diadem of Power - 25 pts Dispel Scroll - 25 pts Total - 405 pts 4 Power Dice 4 Dispel Dice +2 if you use Diadem of Power 1 Dispel Scroll While this is in no way a magic heavy army, it will let you counter the nastiness which is enemy magic and still be able to cast a couple little spells to get the feel of the magic system. If you wanted to explore the magic system a bit more, you could bump your Skink Priest to a Level 2 Wizard. This only costs 35 pts and gives him +1 Power dice and an extra spell.