7th Ed. Let's Begin: 500 points

Discussion in 'Lizardmen Army Lists' started by Okopipi, Nov 30, 2009.

  1. Okopipi
    Saurus

    Okopipi New Member

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    This is how I'm thinking of fielding my first LM army:

    93 points
    Saurus Scar-Veteran - light armor, shield

    65 points
    Skink Priest

    180 points
    Saurus Warriors x15 - w/spears (5x3)

    70 points
    Skinks x14 (7x2)

    91 points
    Skink Skirmishers x13

    499 points (LM x44)

    My opponent is going to be Emire (he's actively trying to not be shooty) and we're going to going to keep points low to learn. My list is also meant to teach me things, as there is nothing fancy (Lore of Heavens is probably the most complex compnent). Both Skinks are going to be up front covering for the rest of my army and hopefully used to set up the fights I want to fight.

    Does this look like a good start? I can field a Skink Chief, up to another 17 Saurus Warriors, and a ton (58) more Skinks.
     
  2. Sebulba
    Temple Guard

    Sebulba New Member

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    I would warn against the 7x2 skinks. It would be good for stand and shoots and just shooting in general... but they only throw 8 inches. Pretty much anything can get you from that far away. You want to have a full 15 to get +2 rank bonus (which will probably be +1 after deaths...). If you're on something's flank or behind them, then reform to the 7x2 to shoot them and marchblock a wide area (pretty cool actually). I would try to get a banner and a musician for the saurus if you can. Dropping the skirmishers to 10 will probably do this with some points to spare (maybe to pick up a 15th ranked skink?). Maybe drop a saurus because with the general they'll be 15 anyway unless you want to have a rando guy hanging out in the back. You could probably keep some skirmishers this way.


    What do you think?
     
  3. Okopipi
    Saurus

    Okopipi New Member

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    I was hoping the 7x2 skinks would be good to move 6 and then throw the javelins 8 more. Moving, multiple shooting blowpipes at max range (hitting on 7+ and not getting poisons, right?) seems really ineffective. I also thought the third rank was mostly for soaking up hits until you got into melee, from all I've read. 10 man skirmishers do sound like a good idea, as a lot of battle reports with them show them to shine. Shooting probably isn't as big a deal as I think it is.

    I'm not sold on the banners and musicians yet, but I think that's just because I haven't played WH yet and seen how useful they can be. From my experience in 40k, those bonuses wouldn't really make a difference (in 40k).
     
  4. dirtydan17
    Skink

    dirtydan17 New Member

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    with most skinks they are nuisance units. min units of ranks allow for minimum points loss and maximum utility. If they are unwounded they can move three inches, spend half to bring five from rear to front, and throw with no penalty ten wide. they are usually big enough to provide flank bonus and deny ranks, and a cheap musician will help get them back to the fight when they bait an enemy charge.

    Skirmishers with javs are good cuz they can run around other units with impunity and that sheild helps more than I normally would expect. Don't count out blowpipes tho. they can move and shoot over half with poison still possible. A little less mobile sometimes, but if your opponent doesn't take the bait they can then shoot without moving, maybe under half range, and still poison. I like to use them as a funnel to my core, because nobody wants to move into range of 20 poison shots, let alone if they are in woods or aquatic terrain where they can't be caught
     
  5. Okopipi
    Saurus

    Okopipi New Member

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    I was thinking I could flank my Saurus Warriors with the Skinks/Skirmishers to funnel my opponent, is that something like what you suggest?
     
  6. dirtydan17
    Skink

    dirtydan17 New Member

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    I'd suggest getting two more sauruses and a banner, making the unit 6 wide with the scar vet, and try to get a musician for the skinks so when they inevitably run they get +1 to their rally Ld (which is effectively +2 or 3 with cold blooded). to get the 31 points you need? Well personally I'd drop both of my skink units to 10 and maybe you'd have enough to give the scar vet a great weapon or something, maybe he doesn't need a shield when he is protected by the unit?

    its all minor stuff, but you gotta respect the extra four attacks from making saurus spearlizards six wide. even if the unit is only 15 strong run em six wide with spears
     
  7. Kroxigorz
    Skink

    Kroxigorz New Member

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    IMO, ranked skinks are a pain, the 2 extra points per skink is well worth it. It's most likely because im used to the old rulebook though. Dont skimp on saurus.
     
  8. Okopipi
    Saurus

    Okopipi New Member

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    How can I not skimp on Saurus and use only Skirmishers? That's only increases in points.
     
  9. comets of fire
    Skink

    comets of fire New Member

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    why so menny heroes ?
     
  10. Okopipi
    Saurus

    Okopipi New Member

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    I want to have something to do in the magic phase for learning purposes.
     
  11. Kroxigorz
    Skink

    Kroxigorz New Member

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    "Dont kimp on saurus" was more of a future tip ;)
     
  12. Okopipi
    Saurus

    Okopipi New Member

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    I wish I could fit more in to 500 pts., but I've tried a couple different builds on paper and it really looks like I'm only getting one unit of Saurus in to this list, and it's already half my points with the Scar-Veteran.
     

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