8th Ed. Lizardmen 2500 - need help

Discussion in 'Lizardmen Army Lists' started by Eclipseone, Aug 5, 2013.

  1. Eclipseone
    Jungle Swarm

    Eclipseone New Member

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    Hey guys. New to warhammer fantasy and new to lizardmen. I basically made this list off research I've done but need all sorts of help.

    Slann Mage-Priest: General; Becalming Cogitation; Soul of Stone; Reservoir of the Eldritch Energy; Dispel Scroll; Lore of High Magic; Battle Standard.

    Saurus Scar-Veteran: Carnosaur; Spear; Light armour; Shield

    Skink Priest: Dispel Scroll; The Cloak of Feathers

    30 Saurus Warriors: full command, spears

    30 Saurus Warriors: full command, spears

    10 Skink Skirmishers: leader

    28 Skink Cohort: poison, full command, 3 kroxigor

    3 Ripperdactyl
    3 Ripperdactyl

    Salamander
    Salamander

    2,433 points

    No idea how to kit out my lords and heroes, I wanted a carnosaur for sure and rippers as well.
    One group of saurus go with the slaan
    Plan is to move the salamanders and carno around with the magic teleport spell , I can use all the help you guys can offer. Looking for a semi competitive list.
     
  2. The Hunted
    Carnasaur

    The Hunted Active Member

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    Overall I think this is a good list to start from.
    I'm just gonna throw some ideas at you, hoping you think twice about some units. Thinking twice never hurts! (except to you head ;))

    Is it an idea to 'upgrade' a unit of saurus warriors to temple guard? Drop a few models, and buy the temple guard.

    The skrox unit is pretty weak in our new book, as the rules aren't quite clear to whom the enemy may/must attack.
    I believe as it stands, the enemy can choose to attack either the skinks or the kroxigor. Giving them the best of both worlds. I would drop the unit, as without a FAQ or anything to clear this up, they are quite bad.

    The points saved from the Skrox could be invested in an Engine of the Gods, or more skinks. You only have 1 unit of skink skirmishers, that's very few.
    I don't know if you've left your scar-vet pretty bare bones intentionally, but I like it. Maybe give him a re-roll to his armour save and/or a cheap magic weapon. I wouldn't put too many items on him though, the carnie is expensive enough.

    My main issue with this list is that you have 2 units of ripperdactyls and 1 unit of skirmishers. I think that is too few. You could use some more 'chaff', which in lizardmen terms means: skinks. Regular skirmishers are worth their weight in gold on the battlefield. Chameleons are even better.

    Hope this helps! Just go over it one more time, what is your plan with the list (aggressive/all-in/magic/all-round) and how do you think you can achieve those goals? With what units? Is there a plan B? What do you do vs *insert scary thing here*...these thoughts will help you make a better list. You probably have a different playstyle than I do, so you will solve problems in other ways. Which is why you need to make the final decision about units :)

    The Hunted
     
  3. Eclipseone
    Jungle Swarm

    Eclipseone New Member

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    Okay with what you suggested.. Still not sure how to kit the slann, and guessing I run the slann with the temple guard.

    Slann Mage-Priest: General; Becalming Cogitation; Soul of Stone; Reservoir of the Eldritch Energy; Dispel Scroll; Lore of High Magic; Battle Standard. 420

    Saurus Scar-Veteran: Carnosaur; Spear; Light armour; Shield. 312
    Skink Priest: Dispel Scroll; The Cloak of Feathers. 125

    30 Saurus Warriors: Spawn Leader; Musician; Standard Bearer; Spear. 360
    24 Skink Skirmishers: Patrol Leader. 178
    24 Skink Skirmishers: Patrol Leader. 178

    3 Ripperdactyl Riders 120
    24 Temple Guard: Revered Guardian; Musician; Standard Bearer. 366

    1 Salamander Hunting Pack 80
    1 Salamander Hunting Pack 80
    Ancient Stegadon: Engine of the Gods. 280

    2,499 points

    Not sure where to get points to fit the magic items on the vet. High magic the way to go with this list ?
     
  4. The Hunted
    Carnasaur

    The Hunted Active Member

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    Big changes!

    The reservoir of eldricht energy isn't really worth it, at least IMO. Surely somebody else will think it is :p
    What you definetaly should do, is split your skink units. Units of 10 skirmishers are arguably better than a big one of 24. You will redirect units with them, sacrificing them for the greater good. I don't have to tell you that you rather want to sacrifice 10 skinks, instead of 24.
    It also gives you target flexibility and more options to move around.

    If you go with 3 or 4 units of 10 skirmishers, you also scrape in some points for a new piece of magical kit for your scar-vet. A simple dawnstone, or sword of striking could be solid. Doesn't have to be very fancy, just a little bit of extra makes him tough as nails.

    High magic is indeed the way to go. Tempest, hand of glory and possibly arcane unforging are up for a trade for a spell from a different lore.
    Searing doom from metal vs knights
    Wyssans wildform for an awesome buff
    Shadow has a good debuff as a signature
    and death to snipe characters

    I only put the signature spells here, because you can be sure to get those.

    Hope this helps!

    The Hunted
     
  5. Asamu
    Temple Guard

    Asamu Well-Known Member

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    Give the Scar vet on the Carnosaur Charmed shield, Talisman of Preservation, and a Great weapon.
    Charmed shield and Talisman of Preservation means that it is unlikely for a cannonball to kill him even if the carnosaur dies to it.

    I would drop reservoir of Eldritch energy off of the slann for Loremaster of High Magic or all of the signature spells to have a broader spell selection. In most cases you will be using all of your dispel dice in their magic phases, which makes it less useful.

    You can only take 1 dispel scroll, so if you want 2, you have to take the Cube of Darkness instead of one of them.
     
  6. Eclipseone
    Jungle Swarm

    Eclipseone New Member

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    Okay with all the help this is where we're at.

    Slann Mage-Priest: General; Becalming Cogitation; Focus of Mystery; Dispel Scroll; Lore of High Magic; Battle Standard. 410

    Saurus Scar-Veteran: Talisman Of Preservation; Charmed Shield; Carnosaur; Great Weapon; Light armour; Shield. 364
    Skink Priest: The Cloak of Feathers; Lore of Beasts. 100

    30 Saurus Warriors: Spawn Leader; Musician; Standard Bearer; Spear. 360
    10 Skink Skirmishers 70
    10 Skink Skirmishers 70
    10 Skink Skirmishers 70
    10 Skink Skirmishers 70

    3 Ripperdactyl Riders 120
    24 Temple Guard: Revered Guardian; Musician; Standard Bearer. 366

    1 Salamander Hunting Pack 80
    1 Salamander Hunting Pack 80
    Ancient Stegadon: Engine of the Gods. 280

    2,440 points

    I'm honestly not sure how to play. I would like it to be competitive and semi-aggressive, not really a defensive player in 40k - help needed with some explanation on good tactics for this list.

    Couple things:
    Carnosaur doesn't have any upgrades, just stock - are the upgrades worth it?
    Skinks - how do they work
    List seems thin on horde like units, is this acceptable?
    I was reading the slann now likes to blow up the unit he goes with, are temple guard a dangerous team for the slann?
    If the fourth skink group is deleted, there are points for another ripper squad
    Is a standard bearer required in the temple guard if the slann has bsb
    What's the correct size for a temple guard squad with a slann

    Thanks again guys! PS I got the carno model today.. Insane :)
     
  7. The Hunted
    Carnasaur

    The Hunted Active Member

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    The swiftstride upgrade is very good, but since you plan on walking between worlds with high magic, the absolute need for it is a bit less.
    Skinks: You can screen, shoot up enemy monsters or anything high T low AS, go after enemy fast cav, redirect, go after a war machine if need be.
    Redirecting is placing them at an angle in front of an enemy unit. The enemy has to charge the skinks, kills them and then their overrun takes them into nowhere (because you angled!) and they reform. Essentially doing a turn of nothing.

    It is perfectly fine to go to the battle without hordes. As long as you can deal with them yourself, your fine. We have the fiery convocation spell in the lore of high magic, that's perfect for big enemy hordes.
    A Slann has always like to blow up his own temple guard :rolleyes:. If you're worried; go with soul of stone. It halves the chance of being sucked into the warp or your slann turning into a non-caster frog.

    Giving up a skink skirmisher unit for another unit of ripperdactyls might be worth it. You then have 3 units of skinks to learn how to use them and 2 units of rippers for redundancy.

    I think you need a standard on the temple guard, it's free combat resolution!
    And for size; I think you got it right. 24 is a good number.

    You can be aggressive with this list; you have very powerful infantry blocks with EotG support. That's potent.
    You also run supporting units to scurry up the field even faster than your saurus can, delaying and annoying the opponent.

    Good luck!

    The Hunted
     
  8. eppe
    Kroxigor

    eppe Member

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    IMO put the dispell scroll on the Skink Priest and take Harmonic Convergence and the Channeling Rod on the Slaan. 3 dice that channel on a 5+.
     
  9. Asamu
    Temple Guard

    Asamu Well-Known Member

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    Drop the normal shield from the Scar vet (he already has a magic one); the points total should come to 361 points.
    Fill out those remaining points with a magic banner (+1 move, +1 Leadership, MR 1, or Razor standard) and some more bodies on the temple guard

    You should be able to run the same list with full cmd and one of the 3 15 point banners with 27 temple guard or 25 temple guard with the Razor Standard.
    that will leave you with 4-6 points remaining (6 if you take a 15 point banner; 4 if you take the Razor standard), which you could use to put a cheap magic item on the Slann or Skink priest, or do nothing with.

    Tactics: Use the rippers to go after warmachines or the other players chaff and then flank with them to support your infantry. Until they are charging, try to keep them within 12 inches of the slann or make sure that the closest unit will be what you want them to charge.
    The Engine should be between the temple guard and Saurus, to make the most use of the 6+ ward save bubble.
    The skinks should poach out front, trying to bait & flee charges and snipe off monsters/lone characters/warmachines/chaff
    The salamanders should try to get flank shots onto large units, but if that is not possible, straight shots from in front of or beside your infantry will do. If you want to charge with the infantry and the salamander is blocking, just charge with the salamander as well; they are pretty good in combat.

    The slann should be on the side of the temple guard unit so that he has only 1 file and the models directly in front of/behind him in b2b. This will minimize damage from miscasts, which will keep the unit alive longer if you do miscast.
    The carnosaur should be next to the engine, also between the 2 infantry blocks if there are warmachines, or, if there are no warmachines, it should be on a flank.
     

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