Below is the fluff and the Army list that goes with it. The fluff was something I did up back in 2009, but never pursued to build. Anyway, here you go: The air is frigid. Snow falls steadily, coating the ground with a stark whiteness that is blinding. The morning has come, and the sun peaks slowly over the horizon. Beams of warmth spear the Petrified Forest. Naggaroth is waking. Signs of life break free from the banks of snow in the form of muted greenery, rodent-size animals become active, birds begin their songs, and the air warms. As the snow loosens with the warmth, a low but carrying sound is heard. A chanting in a language unknown is reaching out, calling. Sudden shivers originating from beneath snow cause breaks, and then explosions. Throughout the forest mounds of white erupt in a shower of packed snow and debris. Large, muscular forms stand in place, taking in the surroundings. Scaled bodies rotate joints and warm the appendages. Rippling muscles and vicious teeth move in anticipation of what's to come. A small opening in an embankment comes to life, voices pouring from it with such fervor and fury, it warms the sluggish blood of all who listen. Something magical is infused with the words, causing ice cold blood to flow as though afire. The Icebloods have awoken... Long displaced form their southern cousins dwelling in Lustria, the Icebloods have adapted to the frigid winters of Naggarond in the Petrified Forest. For centuries their home has been this desolate and bleak land, with densely packed trees. The trees have been here for centuries, seemingly petrified, they have a grey-green hue to their bark. No lush vegetation covers the ground as it did in Lustria, but rather sparse and hardy bushes coat the forest floor where the snow hasn't covered them. Everything here is cold and hard. Adapted to a life under harsh conditions, the occupants of the Petrified Forest have ice coursing through their life's veins. Several months in hibernation takes time to awaken from, and has made them lethargic and slow to respond. But with the spell-induced warmth making its way through their iced bodies, in mere minutes the effects of the frost will wear away. Filing out of the opening in the embankment, smaller and more lithe figures emerged. The entrance to a now buried temple can be made out in minor detail beneath the snows. Having spent their time below ground, the crest-headed specimens each carried several obsidian-made items; clubs, spears, swords, and shields. All glittering with a deadliness that put any idea that their effectiveness was lacking out of one's mind. There was no doubt as to the purpose of their attire. The smaller bretheren approached their larger, more ponderous kin. Although slow to awaken, the massive ones could move with a speed of a river croc at a moments notice. All movement was slow, conserving energy, packing it away for immediate action. The silence of the air was gone, instead replaced with a steady roll of hissing and shuffling. Donning their gear, the Lizardmen of the Icebloods look resplendent. Their pale white scales providing a stark contrast to their grey green under-bodies and ebon hued gear. Then a silence rolls across the mass, an expectant hush settles. A single set of steady, heavy, and menacing steps approach the assembled Lizardmen... The crowd parts, and a figure towering over the rest by half a meter walks through the opening. At the end of the path, three Skink Priests stand ready, bearing ornate relics of the Icebloods. A decorative sword, detailed with images displayed on a mithril-like surface. telling the story of their purpose. His arms held wide, the immense obsidian shield is ceremoniously strapped to his arm. The shield is festooned with the symbol of the spawning, a sacred symbol that gleams when the sun's rays catch it. Finally, ornaments of battle; bracers and a helm are placed with practised precision upon the Champion. Once the final pieces are in place, a bestial roar erupts from his powerful jaws. It fills the air and carries for miles around, warning the inhabitants of the Petrified Forest that the Icebloods have awoken... Icebloods 1000 Points: Scar-Veteran -The Maiming Shield -Light Armor Skink Priest -Lvl 2 -Diadem of Power Saurus Warriors x 24 -Full Command -Spears Skink x17 -Full Command -2 x Kroxigors Skink Skirmishers x 10 Skink Skirmishers x 10 Salamander -Extra Handler ---------------------------- 1000 Points Thoughts? I figure with a block of Saurus there would be no doubt an understanding of just what the threat was. But with that unit of Skinks accompanied by Kroxis, I think that makes two big threats. The two units of Skirmishers are definitely going to be useful as they usually tend to be. The Sally was just something I wanted to put in there, if I don't like it I may try a Razor or something. Obligatory Scar Vet for some S5 goodness, and a Skink Priest with the Diadem. Reason for the Diadem, so I can adapt, some armies will be pretty strong magic wise, so I may decide to go defensive and save a die or two for their magic phase... Anyway, input? Thanks!!!
Re: Icebloods (1k Lizardmen Army List w/a little fluff) I love the fluff, makes me want to repaint my army with an ice-theme and then use a frozen water method on the weapons...this is the first time I've wanted to paint in like a year. List looks solid too, though you might find something better than the maiming shield. Maybe make that vet a bsb?
Re: Icebloods (1k Lizardmen Army List w/a little fluff) Can you be the BSB and the General? Thought that was a no go? My 1250 list is a little different and has a BSB. But with this list, I think a BSB would be nice, just not sure how to fit it in without losing some element I have in there. Glad you like the theme as well, the Slann had/have things to do in all parts of the World right? I figure the Petrified Forest on the edge of the realm of the Dark Elves was pretty suitable!
Re: Icebloods (1k Lizardmen Army List w/a little fluff) Love the fluff! I'm starting a LM army and it is starting me thinking outside the constraints of Lustria! Take these suggestions for what they're worth, because I'm a complete beginner, but this army is extremely similar to my 500 pt, only scaled up (extra krox, addition of priest, and some extra models). Do you know what you're be fighting at all? I like the diadem for keeping up with power dice from things like dark elves with dark or death, although it would be wasted on dwarfs. I agree about the shield; it's not very efficient in points. An additional HW and the dragon helm costs half the price and gives you the same armor bonus. You'd lose the parry save, but gain a 2+ ward vs. fire. If you're after magical attacks as well, you can add venom of the firefly flog, gain magical AND poison attacks, and still be under the point cost of the maiming. As a complete apples to apples, you can take the sword of battle, and enchanted shield, for slightly less points, all the benefits of the maiming, plus one an extra armor. I think that I would try and trade a unit of skirmishers and a warrior or 2 for some chameleons so that you can have something to handle war machines. Maybe I'm too jaded because dwarfs are my main competition.
Re: Icebloods (1k Lizardmen Army List w/a little fluff) Took some of the advice, and did some slight changes: Icebloods 1000 Points: Scar-Veteran -Sword of Might -Enchanted Shield -Light Armor Skink Priest -Lvl 2 -Diadem of Power Saurus Warriors x 19 -Full Command -H/W & Shield Skink x17 -Full Command -2 x Kroxigors Skink Skirmishers x 14 Chameleon Skinks x 9 Salamander ---------------------------- 1000 Points Basically just removed the extra handler and switched for an Enchanted Shield and Sword of Might. I figured S6 would be nice. I like the Diadem at this point level because if I know I have to play defensive I can just hold on to a couple dice to use in the next player's turn. Dropped Spears and a few models for the Saurus unit due to the utility of H/W and Shield combos. And to save some points of course... Was able to drop the second unit of Skinks and added in Chameleon Skinks to give me some more versatility. I do want to expand to a Slann in the future, but for now, 1000 points is not a high enough limit to allow it. I don't want a tooled up Slann, just something that can pull some weight and not be TOO much of a points investment. Anyway, changes seem optimal?
Re: Icebloods (1k Lizardmen Army List w/a little fluff) Awesome backstory, With this kind of deal I assume you have some kind of theme in mind, so this is just a suggestion: The army seems a bit "light". One 20 man saurus block might not stand for very long, and the Skrox are kinda soft. Unless you know you're facing lots of stomp/thunderstomp, I would prefer having two saurus units. All the poisoned shooting and the Scar-Vet should help you deal with high Toughness.
Re: Icebloods (1k Lizardmen Army List w/a little fluff) I did consider that at one point, and my next upgrade is to get another block of Saurius Warriors as well as beef up the first one I have to 25. So is the normal consensus that Skrox blocks aren't all that great. And I would be dealing with stomp/thunderstomp due to the presence of Ogres. But I am trying to make an all-round list. I did have the idea of a Saurus based list with only a few skink units to act as "guides to the prey." I could go with: Icebloods 1000 Points: Scar-Veteran -Sword of Might -Enchanted Shield -Light Armor Skink Priest -Lvl 2 -Diadem of Power Saurus Warriors x 20 -Full Command -H/W & Shield Saurus Warriors x 19 -Full Command -H/W & Shield Skink Skirmishers x 10 Chameleon Skinks x 9 Salamander -Extra Handler ---------------------------- 997 Points 2 Blocks of Saurus are pretty rough to deal with, but not sure how I feel about it it yet. I guess play testing is the answer!
Hm, I like it better. Would probably swap the champion in the larger Saurus unit for another Chameleon and run them 2x5. The list should give you a pretty good shooting phase for the 1000 bracket. Been trying to make a 1000 point army myself, and it seem a little tricky for Lizardmen. You get the one Saurus block and a Scar-Vet which is great, then the choices become a little more dificult. You can go the Skrox route which just isn't very cost effective unless its fighting monsters. You can add another naked Saurus block which is effective enough in itself, but doesn't adress the army's weaknesses. You can go with the Stegadon which is kinda overpriced, but great in the right situation. The last option is probably the one I might be leaning towards personally. Staying on just one slightly larger Saurus block /w Scar-Vet, and then just loading up on Skinks/Chamo Skinks/Salamanders/Terradons which are all fantastic light troups. I would probably go with a durable Cold One Scar-Vet in a list like that and use him in a flexible role. The real trick is working with a Hero allowance of 250 points. Here's how I would do it: Saurus Scar-Vet - Cold One, Light Armor, Shield, Dawnstone, Burning Blade of Chotec Skink Priest - Lvl 1, Dispel Scroll -- 248 points The signature spell in heavens isn't half bad so not a disaster if you don't roll up the comet.
you may want to try something like this build on your Scar-Vet Scar-Vet Armor of Destiny Great Weapon You will have a decent armor save and nice 4+ Ward Save useful on top of that. Additionally, since you will be attacking last most of the time anyway, s7 is better than s6. If you want to throw a Cold One on top of that and put him in the block of saurus warriors, you'll get a 1+ armor and a 4+ ward, you won't get any look out sir rolls but that really should not be an issue in 1k games. And if you do go with the Cold One than your unit will be ITP.
Seems good to me. Of course saurus blocks would be more tougher and solid but I atleast like the S6 those Kroxogrs bring into the list. One thing I would change is the way you play your skinks. Now both of the units are roughly 100 points a piece. I would divide them into three units. Either 2x10 normal + 5 chameleons or then 12 normal + 2x5 chameleons. This way you would get more versatility to your army and divide the points a bit so you wouldn't lose that much. 10% of points in skinks in one unit is a bit much in my opinion. BR Agrem