8th Ed. Ideas for Lizardmen 800 points...?

Discussion in 'Lizardmen Army Lists' started by Hasnat, Feb 22, 2012.

  1. Hasnat
    Chameleon Skink

    Hasnat New Member

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    Hello.

    I previously created a thread for my 800 points competitve army list, asking for hints and tips (so, thank you to those who posted some advice, it was very helpful).

    I've made this thread because I want to see what army lists other people would use in a competitve tournament for 11-18 year olds, with the following limits:

    • No more than 800 points
      No more than 25% in total for Lords/Heroes
      Must have at least 25% core
      No more than 50% special, and up to 25% rare

    I have played the first round and came up against Dark Elves twice, and once Orcs and Goblins. There was also an Empire player as well as some Dwarf and Skaven players.

    However, does anyone have any ideas for a list that, if used correctly, could counter any other list?

    Thank you.
     
  2. Hasnat
    Chameleon Skink

    Hasnat New Member

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    NOTE: there is zero-tolerance with points limits - so not even a single point over.
     
  3. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    Here is something I am thinking about trying out, just for fun. I could see it working well against close combat heavy armies. I'm doing this from memory, so you might want to double check the points.

    Skink Priest
    P of Tepok
    D-Scroll

    Scar-Vet
    LA
    Shield

    3 x 10 skirmishers

    2 x 6 Chameleons

    3 Terradons

    2 x 1 Salamander
    (one w/ Extra Handler)

    TOTAL: 797

    This would let you have 8 units running around harassing the enemy with poison and fire. Plus the chamos could take out any single characters early in the game. I guess the Scar-Vet would be used to get flank or rear charges on any units you can re-direct. It might be better to swap him out for another priest, that way you can have 3 spells out of LoH. Depending on what you give the second priest, you could probably afford the extra handler for the other Salamander.

    Main tactic would be avoidance. Stay out of the charge arc of the enemy units, which shouldn't be too hard since everyone will be able to move at least 12" (except the scar-vet)

    EDIT: I just read the rules for posting army lists. Individual points costs are removed :oops:
     
  4. wbarobinson
    Saurus

    wbarobinson New Member

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    Tepok and scroll are arcane, so only one. But really diadem of power is broken at this points level, take it and dont look back.

    Priest l2, diadem
    Bsb scar vet with la, halberd, luckstone.
     
  5. Arli
    Skink Priest

    Arli Moderator Staff Member

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    This is a tough points level to build for.

    I would think about taking:

    Scar-vet
    Light Armor
    Shield
    Gold sigil sword (for etheral units)

    Skink Priest Lvl 1 (this guy can take the signature spell to help deal with war machines or possibly get a good offensive spell on the roll)
    Diadem

    Saurus x 13
    HW and shield
    full command

    Skink Cohorts x12 (this unit could be switched out for a skirmishing unit of skinks.)
    1 Kroxigor
    standard and musician

    Chameleon x 6 (war machine hunters/lone character hunters)
    Chameleon x 6

    Salamander x1 with extra snack (for you high armor save foes)
    Salamander x1 with extra snack

    This comes in at 799

    I would like to include a BSB, but if you do that, you cannot take the diadem.
     
  6. wbarobinson
    Saurus

    wbarobinson New Member

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    Forget bsb... But to do that you need less opportunity to fail leadership.
    I would up the saurus and drop the cohort. 13 saurus is just silly, whereas 24 is going to remain steadfast or break ranks... Or conversly, play massive avoidance and take only shooty skinks for core... You risk never enterring combat and maddening your opponent.
     
  7. Arli
    Skink Priest

    Arli Moderator Staff Member

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    You make some valid points. A giant unit of saurus will do better than a skirmishing unit that tries to avoid combat. I included the cohorts as a supporting unit.

    Taking the extra saurus and dropping the cohorts, I would then use the salamanders as an advancing support unit that will try to roast a unit before fleeing from a charge and opening up the charging unit to a counter charge from the saurus.
     
  8. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    True. My bad.

    For a small army that can counter anything, I could see one block of Saurus being a weak point. There are a lot of armies (including Lizardmen) that can field two hordes for the cost of one Saurus unit.

    A unit of 30 Skinks that is 5 models wide would get a large rank bonus in close combat. Throw in a standard and you are getting a bonus of 6 before casualties. Compared to a unit of 24 Saurus (assumed 6 wide with a standard) you get a bonus of 4 before casualties, but at almost twice the cost.

    I guess to wrap it up, I would think that a unit of Skinks to support a smaller block of Saurus would be more beneficial at this level. Working in tandem, they could use the rank bonus from the Skinks and the casualties inflicted by the Saurus to break almost any unit, especially if you can get a flank charge on the enemy unit with your speedy Skinks.

    I'm still a fan of the avoidance list, though I now see that it will be hard to claim victory points unless you can panic the enemy units. Daemons and VC would be a tough opponent for that play-style, seeing how you would have to kill all the models in the unit to get VP for it.
     
  9. wbarobinson
    Saurus

    wbarobinson New Member

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    Twice as manyskinks died 3 times as fast as saurus... Dont take them.
     
  10. Hasnat
    Chameleon Skink

    Hasnat New Member

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    Thanks for your help guys.

    Here is my list:

    • Skink Priest
      Level 2

      Skink Priest
      Level 1 with Plaque of Tepok

      20 Saurus
      Full Command, Spears

      15 Skink Skirmishers
      Blowpipes

      3 Kroxigor

      1 Salamander
      Extra Handler

    My Saurus should be able to take a frontal charge from most enemy units, except perhaps the more elite units like Chaos Knights. The Kroxigor are for combat support for the Saurus and something fast moving that the enemy needs to watch out for. The Skinks are just another thing for the enemy to think about, and could cause some damage. If I play offensively, I might try to get round the back of the enemy to kill his warmachines/lone-wizards. The salamander is good against Toughness 3 enemies.

    However, my reasons for choosing two Skink priests instead of one and a Scar Veteran is that rolling four spells from Heavens means I will get a Magic Missile or maybe Comet as well. Also, the chance of channelling is one-third. However, where do I put them?

    My opponents face a choice of killing the wizards, but then not killing the mainstay of the army, or vice versa.

    What are your views?
     
  11. Arli
    Skink Priest

    Arli Moderator Staff Member

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    You could put them in the skirmishing unit or the saurus unit. I would go with the saurus unit. They would have to be put to the side of the unit, but would still get the 2+ LOS rolls. The saurus unit is much more stable to put them in. Their movement drops to 4 then, but that is not really a problem in my opinion.
     
  12. Hasnat
    Chameleon Skink

    Hasnat New Member

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    After more thinking, I reckon that although Kroxigor are fast hard-hitters, mine tend to be down to one man by the time they get into combat. Therefore, I think 2 units of 20 Saurus should scare the enemy, along with a Salamander and ten skirmishers. I have 150 points left for a Hero, how should I spend it?
     

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