Greetings Lustria-online! I have been frequenting the site as a place of inspiration and clarification over the past couple weeks - been assembling a Lizzy army as my next project just as soon as I finish my HE army (go figure, I feel these two share a lot in the ancient fluff... I'm branching out with Vampire counts though!) The intent is to create a competitive and fun army to play against my HE, since I'm fairly new to playing the game, even though I've been collecting and painting randomly for years. My wife and I will swap the armies around and play a few game before I take them and try playing locally for fun. Without further delay... Updated List, 4/29 LORDS: Slann Mage - Lore of Light - Focused Rumination - Loremaster - Cupped Hands - Ironcurse Icon - Obsidian Trinket - BSB - Banner of Discipline CORE: 25 X Saurus Warriors, equipped with spears - Musician and Standard Bearer 25 X Saurus Warriors - With Full Command - Scar-Vet goes here 10 x Skink Skirmishers 10 x Skink Skirmishers 10 x Skink Skirmishers SPECIAL: 20 x Temple Guard - With Full Command - Banner of Eternal Flame - Dragonbane Gem 6 x Chameleon Skink 6 x Chameleon Skink RARE: 1 Sally w/ extra handlers x 3 TOTAL: 2000 My list feels core heavy coming from HE, where the core are lambs to the slaughter that cost far too much for that function. But I know how awesome the Saurus are. There are so many little things I can do to this list to balance it around, but I keep coming back to these numbers. I settled on the 24/29 numbers for the SW so that the spears are 6 wide for more frontage (my Slann may have to regen them back up to keep them deep) and to have the scar-vet beef up the deeper hand weapon block. Your advice or thoughts? I could, for example, put back on the Venom of the Firefly on the scar-vet, or even upgrade his armor up to fortune, but that results in one less sally and back to another unit of Skirmishers instead (slightly cheaper support option obviously). I feel this current list handles enough support with big enough core to handle H2H combat, with the scouts/support/magic to be effective versus any opponent. I would have liked to fit a priest in for magic defense, but at 2k the only armies I'm worried about magic wise is HE, Skaven and Chaos... obviously lots of those out there though. One final note - I'll probably have the models for 16 cold ones by the time I order this, and I've also purchased a stegadon because I love the way they look. I might post another list using the models I have just to see if my current model collection is viable enough or if I can make it work. Let me know what you think and thanks!
Your Scar-vet doesn't really contribute with much, I would drop him for some more chaff (another unit of skirmishers, 1-2 10-man units of cohorts). Your big blocks are going to need support in the form of harassers and diverters, the more the better. As for Lore, your army is very combat oriented so I'd take Light every day of the week with this list.
Thanks for the quick response, Erians! I see what you mean by more chaff - in my mind I rationed the chameleons into that category but have come to realize that in all honesty they will be off hunting war machines/shooters/flanking stuff, leaving little room for them to help out the battle blocks. At the cost of the scar-vet, I could easily buy some more bulk. Options... 1. Up my spears group to 30 and add a 10 skink group (wow that is a lot more bulk...) 2. Add two 10 skink skirmisher groups 3. Get two sallie packs of two each (bumping up to four total) and add a 10 skink group Which do you see working best? Any feedback on the slann for running light with this list? I know the reasons it would be awesome, but seems like I need the discipline for all spells in lore to guarantee I get the WS/I buff. Not a terribly interesting list, but I'll try one of those later!
Option 2 or 3. Personally leaning towards adding 2x10 skinks but either way is fine. Every single spell in the Light lore is very useful (just like in Life), but I agree that Loremaster helps immensely. I didn't see that your Slann didn't have it as pretty much everyone always takes it no matter what so I just took it for granted. Imo drop higher state and take Mystery, you need all spells to make full use of Rumination regardless of what lore you take and TG gives plenty of protection, what do you need to be etheral for anyway?
Well I feel noobish, but obviously this is valid. If I'm taking TG, he's really got all the protection necessary. I'll swap the loremaster. In terms of the chaff stuff, I'll go for the 3 skink groups (option 2) and see how that feels, consider getting some more sallies as a way to expand up to 2500 (as well as slightly bigger saurus blocks). Thanks for the help, I'm excited to try the list!