7th Ed. lizardmen 2250 point list for tornament

Discussion in 'Lizardmen Army Lists' started by the real stegadon, May 12, 2009.

  1. the real stegadon
    Skink

    the real stegadon New Member

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    hi would this list be competative any feedback would be excellent cheers

    Lizardmen 2250

    Lord
    Slann mage priest
    Focus of mastery-knows all spells from one lore of magic.
    The focused ruination-when the Slann casts a spell a “free” power dice is added to the attempt. This can cause irresistible force and miscast, and can cause the mage priest to roll more dice than normally allowed.
    The becalming cogitation-At the beginning of the enemy magic phase, before any spells have been cast, nominate one enemy wizard within 24 inches of the mage priest. Any power dice that roll 6 are discarded and does not count towards an irresistible force result.
    The harrowing scrutiny-the mage priest causes terror
    BSB upgrade
    2 dispel scrolls-automatically dispel an enemy spell
    Bane head-nominate an enemy character at the start of the battle all unsaved wounds are doubled against that character caused by the bearer.
    Total=515

    Hero
    Skink priest
    Level 2
    Engine of the gods
    Plaque of tepok=the wizard knows one more spell than normally allowed for his magic level.
    Total=405

    Hero
    Saurus scar-veteran
    Light armour-6+armour save
    Enchanted shield-5+ armour save
    Total=105

    Core
    15 Saurus
    Spears
    Full command
    Total=210

    Core
    15 Saurus
    Spears
    Full command
    Total=210

    Core
    10 skink skirmishers
    Total=70

    Core
    10 skink skirmishers
    Total=70

    Special
    20 temple guard
    Full command
    Total=355

    Special
    1 stegadon
    Total=235

    Rare
    Salamander hunting pack
    1 salamander and 3 skink handlers
    Total=75


    Army total=2250
     
  2. Eagleblaze
    Temple Guard

    Eagleblaze New Member

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    I'd drop this if I were you

    "The harrowing scrutiny-the mage priest causes terror"

    This is a purely protective item, it is designed to deter attackers, since you are including a 20 strong TG unit you wont be needing it.

    It would be like putting an egg into a metal box then putting that box in a safe you plan on throwing in the ocean so that no one can get to it.

    By the way....the egg has magical powers...

    I like my analogies...

    -Eagle-
     
  3. Aranigej
    Temple Guard

    Aranigej Member

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    Personally, I would make the following changes to this list:

    Slann - remove "focus of mastery", "becalming cogitation" and "harrowing scrutiny" and add "Soul of Stone" and the Plaque of Tepoc. Also, and this is purely personal, I do not find the banehead so effective, especially with the Slann so I would prefer removing it. Finally, I would add the Cupped Hands of the Old Ones. Bear in mind that the Slann suffers miscasts like any other lesser race and so I would try and protect him as much as I can, including from himself, especially when you consider that he is rather costly.

    Skink Priest - Remove plaque of Tepoc. If you have extra points you could give him the glyph necklace, but that is not really essential so can leave him bare.

    Scar-Veteran - I would remove the enchanted shield and give him a normal shield. Also, I would give him either the burning blade of chotec or the sword of might. Also, I sometimes consider a great weapon with the venom of the firefly frog a good option.

    Core Units are ok

    Temple Guard - 20 Temple guard may be a bit too costly. I like using 14 with a frontage of 6. Find that it is usually enough and the points you save can be used elsewhere.

    Stegadon - not so sure about this. I would MUCH prefer at least 2 units of 3 or 4 terradons. As is the army is a bit static and a couple of terradons will help protect your flank and rear as well as posing a serious threat to enemy warmachines and missile troops.

    Rare - ok, would probably add another salamander if i had the points.

    Thats about it. Overall it is quite a solid army so I think it has potential. Only problem I can see at the moment is the lack of hard hitters (TG can be S5 but that's about it). Another suggestion would be to try and squeeze in a unit of CoC but that would probably mean removing a saurus unit which is not ideal. Having said this, the sheer number of attacks that you have at your disposal are sure to wound something even if heavily armoured. Also, Slann with lore of metal would help a lot.

    Most suggestions I made are based on personal taste and experience but much depends on the playing style you wish to adopt.

    Keep us posted

    Aranigej
     

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