Hi all, I've recently started playing Warhammer for the first time ever, i've played about 5 games. I have started my Lizardmen army and thus far I have struggled a lot against my opponents, I appreciate that I am new and there is still lots to learn, but today I was against a vampire player who is also new and used a black knight bus (that is what people call it) with 3 vampires in, a horde of 40 ghouls, terrorgheist and vargheists as well as a load of other flying stuff. My boyfriend said he had a "cheesy list", which I think means overpowered and he plays ogres. After the game we had a group discussion and they agreed that since the lists being played are creeping up in power we should go full no comp (before we didnt allow double rares for example). SO , since I am a new player and all these men are playing "cheesy" lists, I would like to ask you - What is the filthiest most overpowered Lizardmen list you can possibly think of? I'm not saying I want to use it, but I need an idea, 2500pt absolutely no prisoners, the aim would be to have no friends left after the games are over xD
I'd be thinking a Slann BSB with 4 Extra Disciplines (Cogitation being one of them) and the Plaque of Dominion would definitely be in that list. He would certainly make the vampire magicians cry! Go heavy on Salamanders as well.
This is a really annoying list to play against: Slann Mage-Priest Focus of Mystery (Life is the usual pick, I like Metal) Focused Rumination Higher State of Consciousness Becalming Cogitation (or Soul of Stone) BSB Standard of Discipline Cupped Hands of the Old Ones Bane Head (target your opponents Caster, this works in conjunction with Cupped Hands) Obsidian Amulet (optional. Gives Slann a 2+ Ward Save vs magic missles) Skink Priest Ancient Stegadon w/ Engine of the Gods Dispel Scroll Opal Amulet Scar Vet (this guy is my K'Daai Destroyer Killer) Cold One Great Weapon Light Armor Venom of the Firefly Frog Dawnstone Dragonhelm 2x Salamander Hunting Party 2x Salamander Hunting Party 2x Salamander Hunting Party 6x Chameleon Skinks 6x Chameleon Skinks 6x Chameleon Skinks 3x Terradon Riders 8 Units: 10x Skink Skirmishers (blowpipes) 1 Unit: 10x Skink Skirmishers (Javelins) <-- put the Slann in this unit If I did my math right, this works out to about 2497 points. The strategy of this army is to NEVER fight in hand-to-hand combat. Swarm your skinks around your opponent and poison him to death. Flee from all charges (setup your skinks to double flee to keep them from getting overrun). Swarm from the front with your skinks, swarm from the flanks with your Chameleons and Terradons. Use the Slann to Dwellers/Final Transmutation the big units down. Pick them off some more with skink-poison and the Engine of the Gods' Burning Alignment. Dwellers won't ever "finish off" a big unit. But it should reduce it by 16% - 33% each time you cast it. Once the unit has been dwindled down, hit it with Awakening of the Wood and the Salamanders to finish it off. And if you are positioned well, hit them in the flank or rear with your Stegadon and watch them crumble! If you are running life, 6 dice (5 dice + 1 bonus die) Dwellers until you get a miscast. Remember that Bane Head will double the damage dealt to the enemy wizard from the miscast result. If you took Soul of Stone and roll 7 or higher on the miscast table, reroll it! You want something between 1 and 6. If your reroll is a 7 then don't waste the Cupped Hands on it (your skirmished skink unit won't be in base contact with the Slann, so no one will take damage, and you want your miscast to kill (or really hurt) the enemy wizard) Don't go casting Throne of Vines until you've used your Cupped Hands. Put Shield of Thorns on the Stegadon early (The Stegadon is the only thing you ever really want in combat) Keep your Slann in position to take advantage of his 10 Ld bubble to rally your Skinks as they flee from charges. Focus on slowing down/avoiding your opponents big blocks (especially deathstars) and taking our their chaff. If you lose a few units of skinks, no big deal. They're cheap, and you have a lot of them. Enjoy watching a 1000+ unit do nothing but kill 150 - 220 points of skinks all game. You can probably make a worse army than this, but a swarm of skinks can really throw a wrench into an opponents game plan. You can very easily get his units out of position and in each others way. Then it's like shooting dwarfs in a tunnel.
i find difficult to make a overpowered LM list, because our army is quite balanced. But yes, we have a couple of nasty choices: for example a tooled up slann (bonus dice, discard 6s, loremaster, another discipline if you want, 100 points of magic items, bsb. I recommend life but you also could go with shadow, light or metal) and salamanders (but i think under 3000 points you can have only 2 units of them). We also have got some of the better core choices in all the game: saurus warrios and skrox. Saurus warriors slaughter most of the enemy core choices in close combat, and skrox are nice vs chariots, monsters, high armoured cavalry and so on. We also can have lots of skirmishers. Sadly we don't have a deathstar, but magic moves our saurus warriors from "very good for a core choice" to "very good. Stop." and our temple guards from "they could be useful" to "very good too". Moreover, scar vets are wonderful. We often cannot field an oldblood because of the slann, but our little heroes are very good for they're price and can often kill an enemy monster or even a lord. Never, NEVER field the cold one cavalry unless you want a fast unit where put your scar vet(s) for some reason. Chameleons and terradons have almost the same purposes, so if you think you need one of them decide which you prefer or field both if you cannot decide xD. Don't field kroxigors alone: they're so much better in skrox, and they count as core choices. Baby and ancient stegadons are very good vs some armies and very poor against some others, but if you have to decide between salamanders and an ancient stegadon, go with sallies