8th Ed. Lizardmen: 800 points, competitve

Discussion in 'Lizardmen Army Lists' started by Hasnat, Feb 17, 2012.

  1. Hasnat
    Chameleon Skink

    Hasnat New Member

    Messages:
    198
    Likes Received:
    1
    Trophy Points:
    0
    Hello.

    I'm playing in the Schools' League and trying to write the most cheesy army list with Lizardmen that I can think of. The rules are: 800 points; 25% on Core minimum; and up to 25%, 50%, and 25% on Lords/Heroes (must have one), Special, and Rare respectively.

    My list is as follows:

    • Saurus Scar Veteran, Shield, Gold Sigil Sword = 103
      Skink priest, Diadem of P. = 90
      Saurus with FC = 250
      Skink S. with BP/HW = 112
      Kroxigor = 165
      Salamander with E. Handler = 80

    What do you think? How should I change it?
     
  2. Turtleneck
    Cold One

    Turtleneck New Member

    Messages:
    128
    Likes Received:
    1
    Trophy Points:
    0
    for 800 points 1 hero is enough :)
    since magic istn realy stron at 800 pts, i would go for the scar vet on a cold one, lose the kroxigors and add in colde ones and uhave a pretty sweet hamme runit :)
     
  3. erians
    Razordon

    erians Active Member

    Messages:
    378
    Likes Received:
    109
    Trophy Points:
    43
    Looks like a pretty fun list but nothing in the list is cheesy. Saurus are solid but not amazing or cheesy by any means, only 1 unit of skinks isn't going to accomplish much and Kroxigors are easy targets for any BS bassed shooting. If people are bringing max cheese to the table then this list will have trouble.

    A much cheesier option would be level 2 Priest general with either any of the strong arcane items (Cupped hands, Cube, Feedback scroll) or Earthing Rod + Ruby Ring, that way you have miscast protection and a guaranteed damage spell (which are pretty good in low pts battles). Then core is just skinks skirmishers (3x10) and the rest of the points goes to a Steg, salamanders and maybe some cammos.
     
  4. Ejpok
    Temple Guard

    Ejpok New Member

    Messages:
    217
    Likes Received:
    0
    Trophy Points:
    0
    Hello,
    I would go for a Saurus BSB, and a Skink priest just for the signature spell, and Put 2x1 Salamanders for more panic tests:)
     
  5. Hasnat
    Chameleon Skink

    Hasnat New Member

    Messages:
    198
    Likes Received:
    1
    Trophy Points:
    0
    • Skink Priest, Level 2
      Skink Priest, Level 1, Plaque of Tepok

      20 Saurus Warriors, Spears, Full Command
      20 Saurus Warriors, Spears, Full Command

      1 Salamander, extra Handler


    Total: 800

    Both Saurus units march straight up the battlefield and hammer everything. Salamander counters enemy flankers. Priests counter enemy magic, and use magic to kill warmachines or to buff units. Any problems with this list?
     
  6. Moniker
    Kroxigor

    Moniker Member

    Messages:
    272
    Likes Received:
    52
    Trophy Points:
    18
    With only 800 points, I think that's a bit small for two priests. I'd lose the level one, put the Plaque on the level two which makes him a pretty solid spellcaster, then use the points leftover for... a small skink cohort to mess with his stuff, redirecting, etc.
     
  7. Hasnat
    Chameleon Skink

    Hasnat New Member

    Messages:
    198
    Likes Received:
    1
    Trophy Points:
    0
    I have two Skink priests so I can get four spells - I am going to get a magic missile to deal with ethereals as I have no other way of dealing with them. My new list if as follows:

    Skink Priest, Level 2
    Skink Priest, Level 1, Plaque of Tepok

    30 Saurus Warriors, Spears, Full Command
    10 Skink skirmishers, blowpipes
    10 Skink skirmishers, blowpipes

    1 Salamander, Extra handler

    No one will charge a block of 30 Saurus with spears unless they can take 36 ws3 str. 4 attacks. The skinks give the army some shooting but mainly act as charge re-directors and protect the Saurus flanks. The Salamander eats t3 knights.

    What you think?
     
  8. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

    Messages:
    1,871
    Likes Received:
    1,166
    Trophy Points:
    113
    Hmm, this is like the 6th army list you've come up with, lol.

    All in all it's your playstyle you need to think about. Any of us can shoot holes through any list that anyone posts, so making the perfect army list is impossible. As an example, I have lately been playing avoidance. If I know that close combat can't be avoided, I try to make sure that no unit has to go to into combat by itself. If you read about my battle with Daemons (and can comprehend my ramblings), you can see that my plans went awry and I had to face solo combats throughout the game. Clearly my opponent saw the holes in my list that I didn’t see and used that to his benefit.

    That being said…

    I like the dual priest set up. That way if you fail a spell, the other priest still gets a chance to cause mayhem. It will also make the enemy fear your magic phase, so he might throw dispel dice at the wrong time.

    I feel that one block of saurus can be avoided and flanked pretty easily. Plus your skirmishers wouldn't be able to disrupt the enemy rank bonus if they got a flank charge, making it a little harder to win in combat.

    I'd think about splitting your block of saurus up into 2 units of 15, possibly ditching spears so you can afford full command for the other unit.
     
  9. Hasnat
    Chameleon Skink

    Hasnat New Member

    Messages:
    198
    Likes Received:
    1
    Trophy Points:
    0
    I agree. I know that the unit could also easily get tied up by ethereal units or undead, anything really. So, i'm splitting that unit into two. However, I think 15 Saurus is too small, and it makes it easier to kill one unit and 200+ VPs for it.

    True. However, as I'm adding in more Saurus, I can only really have one - could have two but they'd barely manage to cast anything.

    So, here's my final, final list... promise:

    Skink Priest, Level 2, Diadem of Power, Ruby Ring of Ruin
    - although he's a squishy general, he can be used for magical offence (ruby ring) and defence (diadem), in addition to his two spells... the ruby ring is really good, giving him a sure way to kill ethereals.

    20 Saurus Warriors, Full Command
    20 Saurus Warriors, Full Command
    - at 800 points, I reckon most armies will be hard pressed to kill of 2 lots of 20 Saurus, these guys march straight up the board and kill everything they can

    10 Skink skirmishers, blowpipes
    - don't have a particular role, but as they are very quick, I might just be able to use them to get at enemy warmachines, or otherwise just taking shots at whatever

    Salamander, extra Handler
    - brilliant against elves and hordes, you can't underestimate it and so my opponent has to deal with it.
     

Share This Page