7th Ed. Just For Kicks 2800 point army

Discussion in 'Lizardmen Army Lists' started by LoqGarMundi, Jan 13, 2010.

  1. LoqGarMundi
    Skink

    LoqGarMundi New Member

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    This is an army i will be using against my friend who just got the Warriors of Chaos army book and wants to try it out.
    So, in response, i am diverting from my usual ways to try a new approach to Lizardmen.
    Solid Blocks with shooty flanks and scouts.

    HEROES:
    Oldblood--2 Hand Weapons, Light Armor, Blade Of Realities, Enchanted Shield
    Gor-Rok
    Priest--Lvl.2, Plaque of Tepok, Cloak of Feathers, Talisman Of protection
    Saurus Scar-Veteran-- Hand Weapon, Light Armor, Shield, BSB (Totem of Prohpecy)

    ARMY:
    3x25 Saurus Warriors--Hand Weapon, Shield, Spears, Musician, SB, Champ.
    2x3 Razordons--1 additional handler each
    2x10 Chameleon skinks
    2x20 Skink Skirmishers--Hand Weapon, Javelin, Shield

    I decided to go with the javelins and shield because its something new for me. i usually go with blowpipes, but end up loing horribly with them. whenever i use javelins, i seem to do better.
    As for all the skirmishers, fodder with a bite.
    and the chameleons harrass early game, the razordons soften the flanks enough for my saurus to finish them and the heros (priest excepted) are each put in a unit of saurus. left to right unit1--Oldblood, unit 2--vet, unit 3--gor-rok.

    and thats my take on a slow advancing wall of lizardmen.

    Thoughts? ideas?
     
  2. Bibamus
    Bastiladon

    Bibamus New Member

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    too many saurus/ unit. you're better of fwith 3x20 and 1x15 if you want to keep that number of saurus and have unit with static 5 from the begining, alltough 4x18 might be even better.
    also the 2nd HW on the oldblood is completely useless unless you face a bloodthirster or something else that cancelles your magic weapon.
    also your scar vet is on foot, give him a great weapon. he'll strike last anyway unless he is fighting somebies or nurgle things so why not give him S7?
     
  3. LoqGarMundi
    Skink

    LoqGarMundi New Member

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    Well, the reasons i like to stick with large units of suarus is, in almost every game i play, they get widdled down so quickly before they even fight. im just adding extras for that specific purpose. usually, when i have units of 20, they get shot down to around 10 before they hit combat (my friend is a very lucky roller with shooting) if i add 5 more, that should get them a good fighting force when they finally hit the battle, and have a decent rank bonus.

    As for the oldblood, those were just extra points i had lying around so i added an extra hand weapon.
    and the Scar-Vet. if i equip him with a great weapon, he wont get the extra +2 AS from fighting with a handweapon and shield. that makes his AS 4+ instead of 2+ in CC. i like surviveability to hitting power. its saved me in many games, just having that little extra AS has made a world of diffrenece (last game played, thanks to my higher AS, my Vet killed off his WE Lord on a dragon.)
    so, thats why i dont get the great weapon.
    althoug it is a good idea for an almost in-escapable wound with an additional -4 to the enemies AS...ill play a small trial game with myself in a few scenarios and make the decision then.
     
  4. Sebulba
    Temple Guard

    Sebulba New Member

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    Well, if you broke that group of 25 saurus in to two groups of 12 you'd get no rank bonus from the start but then he'd divide his fire amongst them and other things. Heck, if I saw a block of 25 infantry that I could potentially get 5 kills with a cannon shot I'd shoot them with everything too!
     
  5. Bibamus
    Bastiladon

    Bibamus New Member

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    i do think you're better off screening saurus units with skink cohorts. you get 10 wounds for the price of less than 5 saurus. also the "splitting his fire" is another good reason. also, WoC only has 2 things that shoot in the army book. a magic item and the hellcannon.
     

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