Hey guys, I have been playing lizardmen pretty much the whole time I got into fantasy (back when the slann was OG froggy). I have been mainly playing in GT in my area (No and So Cal). I love my lizzys, but with the new book it kinda drained a little out of me. I took a break and went to DoC and now i'm back with the lizzys!. Here is a possible list that i am going to be taking to a GT in the near future. It is a NO slann list with the use of a character deathstar. Tell me your feed back! Saurus Oldblood + Dawnstone + great weapon + light armour + Cold One Saurus Oldblood + Talisman of Preservation + great weapon + light armour + Cold One Saurus Oldblood + great weapon + light armour + Cold One Tetto'eko Saurus Scar-Veteran + Armour of Destiny + great weapon + Cold One + Battle Standard Bearer Saurus Scar-Veteran + The Egg of Quango + Dragonhelm + great weapon + light armour + Cold One 10 Skink Skirmishers Blow pipes 10 Skink Skirmishers Jav 10 Skink Skirmishers Jav 10 Skinks + standard bearer • 1 Kroxigor 10 Skinks + Standard Bearer • 1 Kroxigor 20 Saurus Warriors + musician + standard bearer Bastiladon Solar Engine 7 Cold One Riders + spears + Pack Leader + musician + standard bearer 3 Terradon Riders + fireleech bolas 1 Salamander Hunting Pack + additional Skink Handler 1 Salamander Hunting Pack 2,499 points Lords and Heroes: Each of the old bloods and scar vets have the 1+ and strength 7 attacks (23 attacks if all line up) These guys are going to go inside the cold one unit (6x2). This is act as a character wall with the champion blocking the unit. I have 7 cold ones so that it will give me a hefty amount of LoS. When it comes to people chaffing them up i can just send one old blood out and kill it then have it go back into the unit. The general will be the old blood with the 1+/4+ and the 1+/1+ will be there just in case i need to accept a challenge. The bsb is pretty simple 1+/4+ for survivability. Finally the Egg of Quango is simply there for the combat res if i fell it is going to be a dicy combat. I am taking Tetto simply because i believe that lore of heavens will work great with this set up. Harmonic for the 1+ saves and commit will bring my opponent closer to me. I know this guy will hurt my comp score, but then again i do not have a level 4 and i do not have a scroll. Core: I haev tried the big Saurus blocks and i found a love hate for them. They are a great anvil, but almost everytime the just get demolished. Therefore I just decided to take a unit of 20 with H Weap & Shield bunker for Tetto. I am going with the skink cloud build with 2 units of skirm with javs and one unit of blow pipes just incase there is a monster that needs to be taken down. I am going to try to the skrox unit. I am making these pretty minimal just to have as flanking units. I think the 3 strength 7 attacks will put a nice blow on anything. The only worry is the combat res that skinks will give ... Special: Well the bastiladon pretty much there for support for the saurus and to bring a few disspell dice out of the enemy (hell may even break concentration if they throw one dice) I think that random table make your opponent a little on edge. The Terradons are pretty much chaff killers and with the flame leech boas, they are knock off the regen from some unit when needed. The cold ones are pretty much the bunker for all my lords and heroes on cold ones. Rare: I decided to go with the two sallys to help out with hordes of units. These guys are here for the Horde of white lions with the banner of the world dragon or anything in those terms. Over all i think this list has some balance. Magic will not be the best, but with playing DoC, i have gotten use to the no scroll army. The cold one unit will pretty much eat up through anything that is sent its way. I main issue that i see are horders of GW guys or killing blow guys. I think grave guard will be my biggest issue, but then again i can just chaff up that unit the best i can. Thank all of you for your comments. Just be honest and tell me your thoughts -Knudsen
looks interesting but 1 ethereal unit will hose you. I would give one vet a magic weapon just in case. Biting blade is still -3 to AS or sword of striking to make sure you get those hits.
How dare you think of tetto as less than a slann. Pfft He's so broken for his cost I wouldn't know where to begin. You must play no comp or etc rules. That is one fithy list my fellow lustrian. I don't like your rerollable +1 not having flame ward. But I can see you are already skimping to fit the third OB. I would also drop the egg and helm and just give him armour of fortune and maybe sword of striking. I'm also a little sad there's no beast priest, those random games where you get savage beast of horros. The pain that could bring, makes me a little giddy. I would drop the 3rd OB, kit out the other 2 fully and take a lvl 2 priest. not sure if it's just worse, but the chance at amber spear and horros feels good in the list. Wyssans is no slacker in this list either. And the Death star still eats everything it faces. In the skrox units don't worry so much about the skinks dieing, it's more that your krox will get targeted first and never swing.
I'd change the Egg for MR2 at least, this unit is going to grab a lot of attention, and this is always a good tool against enemy magical missiles and such.
Love it! I have always favored martial characters over magic wielders. I'm a big fan of cold ones as well. I usually run two units of them, forming a pincer, and load them both up with an old blood or scar-vet and it works out great. Scary thing with fielding a character train is running into a big magic caster that can get something off like Purple Sun. I've done it to my Uncle's Ogres when he runs a bullstar and it's a game ender. One spell like that against low initiative troops like ours.... Game over. So while you might butcher lots of your opponents with a hero train, you could also lose them all in one turn. Be careful!
I love the look of that cold one unit with all the old bloods and scar vets - I'm planning on running something similar when I get to those sorts of points totals..... Though I'm not sure about giving any of them magic items(*) - I'd probably prefer more boots on the ground - but it does look formidible - I wouldn't want to be on the receiving end of that charge!!! (*) Only because I'd completely lose track of which model had which kit! ;-)
My only real concern is that warmachines are going to look at that cold one unit and think that xmas has come early - the same goes with the earlier mentioned magic heavy lists - with purple fun etc. I would consider dismounting your non bsb scar vet and putting him into the saurus block for added power, loosing the third Oldblood and dropping the cold one unit down to 10 total models. Why are you opting for javs instead of blowpipes out of interest? Personally, I've found a single salamander to be too much of a risk, a single misfire and you have 33% chance of having to make that monster reaction roll which can lose you your salamander! Have you considered merging the two into a single unit - much more stability that way. I love to hear how you terradons get on - never been able to get them to work for me - last game I used them in they spent 4 turns failing to kill the crew of a warp lightning cannon, eventually fleeing the combat!!! But all in all a pretty nasty little list there - good luck in the tournaments!
I think its widely regarded that actually javelins & shields on normal skinks are a significantly better choice than blow pipes, and actually its so much better that I'm surprised its a free upgrade option for us..... Think about the math for a second - BS3 means hitting on 4+ at short range and 5+ at long range. The range is so small that you will almost always be hitting at long range (6-12"). Now, with blow pipes if you do multishot you will need 6+ to hit, and then moving & shooting is going to give you 7+ to hit. Because the range of them is so short you'll most likely find yourself *having* to move in order to get a shot in. Sure, you *could* just do a single shot with the blowpipes, but then you might as well have javelins anyway at that point. If you find yourself needing 7+ to hit then you can't have poisoned attacks, and instead will have a fixed strength 3 ranged attack, nothing scary at all with that. Think about javelins now. THey are quick to fire, so you can move and shoot without penality. Javellin skinks will usually hit on a 5+ - which means more shots will get through, and you'll pick up the occasional poisoned shots. But it gets even better. Javelins are strength "as user" which means any strength buffing spell will increase their ranged attack damage. Granted, you probably won't be casting wysans *too* often on a skink skirmisher unit, but its somethinig to consider. It gets even better than this though, since the javelin comes with a shield. +1 to their armour save (both in and out of combat), AND a 6++ ward save since they fight with their hand weapons. Why anyone would take blowpipes on a skink skirmisher unit is beyond me. Sure, you can buff their BS skill with hand of glory - but like the wysans above you probably won't be doing this a lot in a game (if EVER! - there are far more useful units to be buffing in combat like temple guard blocks)... Just my opinion as all - but I think the math and the logic is sound in this case. Leave the blowpipes for chameleon skinks who have better BS ;-)
You make a good point. If memory serves me correctly, the quick to fire is new for this book? (coming back to lizards after a long hiatus) I'll give them a go in my next game and see how they fare.
I don't know when quick to fire was introduced - I've only just started using a lizardman army! Its a useful skill though - as it also means they can shoot on a charge reaction even at point blank range - not a bad option to have available!