8th Ed. Guiding hand for army creation before buying...

Discussion in 'Lizardmen Army Lists' started by Nefertem, Sep 19, 2014.

  1. Nefertem
    Temple Guard

    Nefertem Well-Known Member

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    Hi there,
    first ofall sorry for the doublepost,I missed to erase points values...., nevertheless:
    I've been lurking the jungle quiet atime, and now I think it's time to leave the spawning pool... I would kindly ask your comments, suggestions ant critics about building a 2500 army. I read queit a lot of things concerning Lizardmen and army building, this is what i extracted finally from it. As I am new this doesn't need to be realistic, thus I am glad for any input. The list should be a TAC, therefore I havesome points left to spend.

    29 Saurus
    SMC
    Spears

    29 Saurus
    SMC
    Spears

    1 Scar Veteran
    LA
    Sword of Might
    Verz. Schild

    1 Scar Veteran
    LA
    Golden Sigil Sword
    Ei of Quango

    [Skink Priest lvl 2
    50 Magic Items
    Lore of Beasts]

    1 Slann Mage Priest
    Reservoir
    Harmonic
    BSB
    Wand of Channeling

    15 Skink Skimishers
    C

    15 Skink Skimishers
    C

    7 Chamaeleons
    C

    3 Kroxigor
    Ancient

    2 Salamander
    Handler

    1 Ancient Stegadon
    Sharpened Horns
    -----------------------------

    Add up to 2500

    Thoughts on the army composition:
    The two blocks of saurus are the core of the army. One is the anvil taking the charge. The other one is the hammer, accertaining support the other block. As far as I understood Saurus are quiet good at grinding down the enemy, while being resilient enough to withstand some rounds of hthc.
    Skinks are used as ablative armour, securin the flanks, provoking enemy charges, or to attack an enemy stuck in hthc with the Saurus.

    The Salamanders should soften up the enemy lines until they reach the main body of myarmy, and then switch to hunt whatever comes their way.

    The Kroxigors are there to attrack unwantsome warmachine's shots. Quiet expensive, but they should prevail 2 to 3 rounds making sure that the more important targets (Saurus, Slann,...) get to do what they are intended to do. Nevertheless they are threat the enemy must dedicate points to, so a great distraction on one flank of his army. They could serve as hiding ground for the skink priest.

    The Slann/Skink priest shall mainly support the Saurus/Skinks/Kroxigors, Lo Life/Beasts fitting in this scheme very good.
    I like the possibilite to use the Sknink Priest as an arc node (like Menoth in warmachine), increasing the threat range additionally 24''. Of course the priest is squishy and should not be running around without protection, so either near the Krox or just away of any danger, helping out other units or being used as node...

    The Chamaeleons are there for distraction and to take out warmachines.

    Are there enough/to much Chamaeleons? I don't want to take too much of them (large footprint on the field), on the other side the unit should be capable of handling the crew of a warmachine...

    The Stegadon is there to add additional armour to the army, attracting the big balls. I'm not sure about using the EotG on it...

    As I said in the beginning, I think that they play rather like Tau, who are absolutely in need of buffs and synergisms to be mont effective.

    Removing a Scar Veteran and add a Skink Priest, LVL 2? Is it useful putting him on the Stegadon? Question is it good, as the points for the Steg are to be paid out of the Hero's points pool...So I would have to change the list significally.

    I did not add Skink cohorts. Due to the rules that wounds have to be removed from the back ranks possible Kroxs start losing hitpoints while the Skinks with their horrible close combat values. So an enemy could attack the Skinks and my Kroxigors will start to die (btw: is dieing correct ?!?).try to fight back.

    I also did not add Temple Guard, as I simply thought buying more bodies (Saurus) and buffing them will be better than having less bodies to support. Also in the game of atrocity, that Lizardmen have to fight, more wounds simply means more durability to me.

    I like the lore of Life, as it has a lot of support for the Lizardmen.
    For the Skink I'd choose Lore of Beasts, as it synergizes well with Lizardmen and Lore of Life from the Slann, and spells are quiet easy to cast (~8).

    Cheers,
    Nefertem
     

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