8th Ed. Hero Builds

Discussion in 'Lizardmen Tactics' started by L1qw1d, Feb 25, 2011.

  1. L1qw1d
    Skink

    L1qw1d New Member

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    There's a guy on D. net who thought of a BRILLIANT idea- Ask people what their favourite build was for a Hero. Lizzies are WAY more diverse on this (we have a Master. or a Sorceress. or a Death Hag, but those are usually just Cauldron of Blood things).

    So I would put it to you:

    What is your fave Hero Build for a Saurus, Priest and/or Chief (with cost)?

    Why?
     
  2. Puhnupetteri
    Skink

    Puhnupetteri New Member

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    Well i take usually 2x Scar Veterans and mount both of them on cold ones

    I was accually going to make guide threat about this later if i have energy :)

    I made up with this plan when i was playing againts High elves. My friend made 9 strong cavalry unit with lance and razordonbanner and i luckily had 1 scar vet in my army. I charged with scar vet on enemy and killed almost whole squad with it

    So here is my 2 build for scar veteran:
    Scar vet 169 pts - Cold one, GW,Shield, Gambler armor, Dawnstone and that potion wich gives you +1 Attack and immune to psychology

    Scar vet 169 pts Cold one, GW, Dragonhelm, Crown of command, and that amulet that allows you to reroll 1 failed armor test

    As for skink chief i dont play him so no opinion here

    Shaman
    Buffed on steg: Tepok, EOTG, Dragonbanegem, LVL 2
    Buffed on foot: Flying, lvl 2
    Unbuffed: Dispell scroll or cube of darkness (Only carrier)
     
  3. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    Scar Vet BSB -
    Armour of Destiny
    Shield

    I don't think I nessisarily need a magic BSB and I'd rather my BSB stick around. His base stats are good enough to hold his own in a fight so I got for max protection. 2+AS, 4+WS is pretty solid

    Scar Vet -
    Ogre blade
    Dragon Helm
    Light Armour
    Shield

    2+AS, 2+WS vs. flaming. Scar vets are initiative 3 which means he goes before Dwarves, Saurus, Undead, Hydra and simultanious against everything else except heros/lords and elves. He's strength 7 too so he's going to cut through armour like butter and you don't automatically strike last.

    Skink Chief BSB -
    Ancient Steg
    4+ Ward item
    Blow Pipe

    18" BSB range is fantastic! Not to mention the Ancient Steg is just a monster in both shooting and on the charge. Once again I prefer to give my BSB save. Though I can't improve his AS I still wanna give him the ward save just in case a stray cannon ball comes his way or he get's challenged.

    Skink Chief -
    Ancient Stegadon
    Stegadon War Spear
    Blow Pipe

    This guy is to augment to already heavy killingness of the Ancient Stegadon. Though I don't take this guy as often as I like he still makes it onto the field occasionally. He's a beast on the charge with 2D6+1 impact hits with the Chief, crew and thunderstomp.

    Skink Priest -
    Engine of the Gods
    Level 2 upgrade
    Plaque of Tepok

    Basic build which gives my Priest 3 spells and the EotG to augment either casting values or protect against shooting. I usually take this guy if I don't feel like taking a Slann and keep him central to my line and rearward to cast and project the Gungan shield.

    Skink Priest -
    Level 2 upgrade
    Divination Orb

    This is the guy I use souly for magic defense that I'll also team up with either another Priest (lvl 1) who has either a feedback scroll or a dispel scroll. This is for times when I just don't feel like messing with magic but want some defense.
     

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