Ok I'd just like to say straight away I'm a 40k player who wanted to start a lizardmen army. Ive played one game of WHF and won. (he went very easy on me) and I'm not sure on the rules or whats good. 3 days ago a friend of mine walked into my LGS with a lizardmen battalion and offered me it for £5 stating there was stuff missing and he'd just picked it up from a charity shop. So far I have managed to work out I can get 17 saurus warriors and 17 skinks. a fellow lizardmen player told me to put blowpipes on the skinks and spears on the saurus (i have given one the drum and another one of the funny standards from the box.) I was just wondering if I had done right. and what people suggest I should get next. There are also quite a few spare shields heards and weapons in the box.
Yep ya got yer self a deal on some core units, I suspect the shields go on the Saurus, unless they are the tiny skink shields. I would check on eBay for a deal on a Batalion box, a slann and a few salamanders.
theres shields for both the skinks and saurus. by the sounds of it. im guessing skinks dont have shields if they have blow pipes. (I dont have the codex yet). I know I'm going to need temple guard are cold one riders worth it?
I would go for the newer Batalion Box with the temple guard in it. The cold ones aren't as bad as people say they are, they just can't ram straight into the biggest nasties unit and expeck to kill them all like in 7th, instead use them in combined or flank charges. or just crarge smaller units and they do just fine. Temple guard are prety much a givven if you want to run a Slann.
Just my two cents, but from my experience, the skinks work much better w/ javelins than blowpipes. There's no penalty for move and shoot, plus you can stand and shoot at any range. Those concepts/rules may not mean much since you're new, but basically the first one means you'll be hitting on 5s instead of 6s all the time (at long range). The second gives you more options on charge reactions. Good luck, and welcome to the spawning pool!
thankyou for the input. I will probably get another skink squad and give them javelins but at my LGS they wont mind me using the ones ive attached blow pipes to as javelins so i can try things. and I'm thinking a slan list so I need temple guard as well as these. is the krox/jav skink combination worth taking in such a list.
Generally i prefer blowpipes as what you want are poison attacks that will need 6's anyway and once you get close you can use the multiple shots to get twice as many shots off that still all poison on 6's. Hitting on 5's doesnt help as much when you still need to roll to wound for your 5's. Now they both have their uses so part of it will come down to playstyle and the situations you get your skinks into. If you can get skinks between/behind enemy lines and close enouph to get two shots, or you need to wound high t monsters the extra poison really pays off.
Something I've never understood about the "slann need templeguard" thing is that a) templeguard are really not that great for their point cost, b) a miscast will likely kill a lot of the templeguard and c) it is much easier to have the slann on his own, as he is more manouverable and can just get the 30 point 2+ ward save vs ranged attacks anyway, with that on him, you need 30 wounds to get through to kill him via probability.
Temple guard can be nice because they effectively will never break from combat when the Slann BSB is there. That said, I tend to use an ethereal slann and run it on its own because I'd rather spend my points elsewhere than temple guard.
Our most cost effective units are salamanders and ... er, our only cost effective unit is the salamander everything else is overpriced to a greater or lesser extent. When you compare Lizardmen troops to their nearest comparable equivalents in other armies the Lizardment tend to be worse or higher in cost, often both. The saving points of the army are the synergy, the cold blooded rule and poisoned missiles. Synergy: the army does fit together quite well and you can use the synergy in the army to hide the worst of the weak points and accentuate the strong points. Cold blooded: the army passes a higher proportion of leadership lests, especially when you can take advantage of the general and BSB, than most other armies. Poison: although lizardmen shooting is low strength and short ranged, it is feared by big nasty units because of the poison. With all the dinosaurs, giant frogs and cute skinks the Lizardmen army is also cool and spectacular on the battlefield.