Hello all Im new to Forum and Lizardmen army and this is the list that I decided to play. All comments are welcome. 1 Slann Mage-Priest @ 415 Pts General; 2 Discipline; Magic Level 4; Battle Standard Dispel Scroll Plaque of Tepok # Becalming Cogitation # Focused Rumination War Banner 1 Skink Priest @ 405 Pts Magic Level 1; Lore of Heaven Diadem of Power Dispel Scroll 1 Ancient Stegadon with Engine of the Gods 4 Skink Crew Javelin 1 * Saurus Scar-Veteran @ 121 Pts Great Weapon; Light Armour Venom of Firefly Frog Enchanted Shield 10 Skink Skirmishers @ 70 Pts Blowpipe 10 Skink Skirmishers @ 70 Pts Blowpipe 15 Saurus Warriors @ 222 Pts Spear; Shield; Standard; Musician 1 Champion 1 Stegadon @ 235 Pts Giant Bow 5 Skink Crew Javelin 1 Stegadon @ 235 Pts Giant Bow 5 Skink Crew Javelin 16 Temple Guard @ 307 Pts Halberd; Light Armour; Shield; Standard; Musician 1 Revered Guardian Light Armour; Shield 3 Terradon Riders @ 90 Pts Javelin 3 Terradons 1 Razordon Hunting Packs @ 80 Pts 4 Skink Handlers Models in Army: 67 Total Army Cost: 2250
First off, way to post points costs and get one step closer to getting this forum shut down. As a personal note, I hate the Diadem of power with a fiery passion that knows no bounds, in the last edition it was quite useful, since it could give you power dice, but even then it always failed me when I needed it most, which is against heavy magic armies. The problem with it is that it doesn't actually give you any more power OR dispel dice, so when you are using ALL your dice in both magic phases it's wasted. Also, for god's sake, in this case either tgoa'ai or tepok, depending on who you pray to during games, take the Rod of storms. Just telling your opponent that you have it forces them to sit on 2 or even 3 dispel dice, or lose some knights. It's much worse in non-open lists. That scar veteran looks really wonky to me also, suffers from a case of not being super good at anything, though he'd be great with some sort of item that let's you ride coal black drakes.... and he's got 25 points left. My personal advice is to sack the champions. They are sometimes buff bait for Wolfrik and Co. and if your worried about a character eating your dudes, then HIS champ will just take the challenge anyway. Terradons are fun, never used 'em, they just never seemed good on paper since they can't march block when your enemy goes first and they are 30 points more then Chameleons. Stegadon is a bit wonky, can't ream people as well as a group of CO riders and can't pursue worth a darn. On the plus side it's kinda hard to move and has a harpoon on it's back. I'd try and scrape up the points for a chief to ride it, for the BS (if your boyz play that way) and to armorate the chief, plus I love challenging with stegadon mounted characters since the steg fights in a challenge.
Way to be a negative nelly Donkey Hotep..... Geez positive reinforcment is the key. As to your advise.. Diadem of power was and still is a fantastic item and at its point cost the best magic item in the list. If it diddnt work for you in the old edition or this edition that reflects on you as a player poorly. It is a management item, that requires you to manage your dispel and power dice. Decide if you really to pour the magic on or if you can afford to just squeeze some through. (Over casting with the Slaan is no longer a safe option with them no longer being immune to miscasts) I always did best with selective casting rather then sheer magic domination. Cant comment on the character setup I think go with what you feel comfortable with Personaly I run 1 Oldblood on foot 1 skink bsb with Cloak of feathers and a scar vet on foot and a ancient steg EOTG with lvl 3 = skink priest on it with Diadem and scroll. That character for me is the optimum setup a BSB almost impossible to nail down and 2 very tough characters for my infantry block and a 6 dispel dice 1 scroll magic defence. (Magic has never been a concern for me when it comes to casting) Terradons should be run in units of x4 use them to destroy Impact Fast Cav (Demonette riders or flying demons and wild riders even great eagles) and impact Skirmishers (wardancers etc) 4x d3 strength 4 rocks does wonders fly them over drop the rocks then hide em and use em as sweepers or support. They are a fantastic unit. Stegadons seem to be a bit of gimmick to me (Like the DOW giant) People are going to take lots of them expect them to make an impact run them off on their own and get bogged down and destroyed by 5 combat res units after the initial charge. I love the EOTG because it forces people to use the stegadon how it always has been used by smart good generals. As a support unit and utilising the psycological effects it has on ones opponent. In the 30+ Games I have had with the newish Lizards I have only lost 3 games (outplayed by a Mobile Demon list and crunched by dwarfs twice) and in allthose games I diddnt once charge with the steg till the 5th turn. Its greatest impact is as a impact support when the two lines are bogged down. Razordon is ok But I prefer the Salamander. In testing the Razordon hits a hell of alot less then the salamander (Salamanders i nthe last lizard dwarf were awesome at controling skirmishers and it was job they did very well... the razordons do not quite fufill that roll as they need to roll to hit now and will suffer -1 for shooting at skirmishers) + I love what the Sally can do to a unit of Brett knights. I agree with Donkey tho dump the Champs they wont be needed. I might Post up my list in a bit get some feedback.
As I mentioned above, the list uses the European Teams Championship rules. Which means no more than 9 power dice each round, no special characters and more. The character on foot is usefull especially when im using lore of beasts. If i go for 5 spells and roll a 1 the spell is wasted without a character on foot. About the champions I want them because thay can keep a big thing(dragon, thirster etc) buisy for a round until support comes. Stegadons are for support only. In some cases they can outflank but this is not easy. I want the razordon to hunt down march blocking units. Anyway I still try things I will update the list soon.
Stegadons as support units? Bah humbug. If one stegadon doesn't break what you want it to the use TWO STEGADONS, and if that doesn't work, bring the lance, and if that STILL doesn't work, pile 20 skinks behind them, and if THAT doesn't work, put krox in the unit and EVEN MORE skinks, as well as a bsb with the war banner. Trust me, it's the king of retard plans and it deploys in the hero phase so it's pure comedy when it goes down. Also, do they count the Slann's "bonus dice" against your power dice limit. Technically the slann, lvl 2, and lvl 3 on an engine is only 9 power dice. Do power stones count? If you guys are laboring under such taxing stipulations I can see why you think the diadem is good in this edition. I must confess that the store I play at has some real loonies in it. The most infamous block I've heard of was the "15 trolls and grimgore Iron hide", was a guy who ran two units of Blood Knights, 12 Kroxigors, 3 soulgrinders, 18 fanatics, 400 rat slaves, yeah I'd feel safe to say that "take all comers" is relative. On a practical note, Dragons and Bloodthirsters? I know what the answer to that is, the same answer I have to most problems, kill it with fire! If someone is riding a dragon then unless they've got 6 scrolls you should be able to whomp them with magic something fierce, or, while your at it, drop a stegadon on that dragon!
Wow you really dont have a clue.... You seem to me to be one of those guys who gets all excited by a GW employee's cries of DAKKA DAKKA and start hooting and grunting along with the other 50 million gimboids buying the drivil comming from GW 's buy this cause its big tactic factory..... Rarely will charging a stegadon or 4 up the guts of an army will work any player worth half a penny will have neough diverters to send them scampering off into the side or worse a forest then hit them with something mean in the flank and run the biggun's down. As I stated before this whole idea of a Monster list is a gimmick and a quick cash boost for GW the actual idea that an army made up of Giant solitary monsters even with characters will not work in practice (I have the old Dino list created in the annual awhile ago and its big monsters were far better then a steg and they still fail) Look honestly I think the perfect dice amount for a magic phase is 8 Dice with a power stone for the crucial casting momment (You only need 1 good magc phase to break the back of an enemy) have 2x 3 dice casts and 1x 2 dice cast its not massivly overwhelming but as I stated before it doesnt have to be. Relying on magic is a sure way to lose games consistantly the dreaded miscast will come up at a crucial momment and all you banked on will be for naught and without any Muscle (character wise) backing you up you will fail quite badly. Take a Scar-vet with Enchanted shield and firey blade of Chotec -4 to armour with x4 strenth 5 attacks makes him a cav slayer (something your list will struggle to deal with) A steg vs a unit of chaos Knights = Knights win any day. And a smart General wont let you anywhere near their heavy cav with your EOTG. (Although giving that Skink priest on the EOTG the wardrums means you cant be marched blocked and you can always get into position) 4 Dice from the Slaan 3 Dice form EOTG 2 dice for Army =9 PD