8th Ed. Lizardmen Army list 1500 points

Discussion in 'Lizardmen Army Lists' started by vocor, Dec 28, 2011.

  1. vocor
    Skink

    vocor New Member

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    Hello everyone!

    Ive built a 1500 points lizardmen army to play with at my local gaming club. ill like to have your advice on a few points with the army:

    -Saurus scar-veteran: general, cold one, armour of destiny, great weapon.

    -Saurus scar-veteran: BSB, crown of command, Gold Sigil sword, light armor.

    -24x Saurus warriors, hand weapons/shields, full command.

    -2 units of 10 skink skirmishers with blowpipes andwith javelin and shields

    -1 unit of 10 skink skirmisher with javelin and shields

    -11x saurus cavalry, full command, banner of swiftness

    -5 cameleon skinks

    -2 salamander hunting packs.

    My strategy is pretty simple: make the BSB and big block of saurus hold the center, une the general with the cavalry as a flanking force and use the skinks to hunt down any monsters and war machines and to harrass my enemy, while the salamanders kill any big block of infantry.

    a few questions: - should I remove the cameleons and salamanders and replace them by 15 saurus with full command for bettre combat? should I also change the salamanders for razodorns instead? Should I try to include a little magic with skink priests or only rely on brute force?

    Thanks for the feedback and don't be afraind to criticize if needed ;)
     
  2. vocor
    Skink

    vocor New Member

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    little correction; ive got 2 units of 10 skinks with blowpipes and 1 unit of 10 with javelin and shields (my previos post shows them ahving both XD)
     
  3. Dunya
    Chameleon Skink

    Dunya Member

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    Phew thats a large and expensive unit of cavalry. I think they can serve a purpose, but 11 is just alot for a unit that is quite overpriced. 5 with a Flaming Banner and an offensively built Cold One Scar-Vet could be good, the way he is kitted right now he really doesn't need the protection of a unit.

    I would sooner drop some knigths than your salamanders and chameleons.

    At 1500 you could even think about including a Slann, having no magic is a bit of a liability.
     
  4. vocor
    Skink

    vocor New Member

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    Thanks for the Feedback!

    if I drop some knights should I use the points to upgrade my Scar vet into a Oldblood? I could then have enough points left to include a skink priest for magin support

    the changes would be:

    -drop 6 Cold one riders
    -upgrade the Mounted scar-vet into a mounted oldblood with sword of bloodshed, potion of strenght, enchanted shield and obsidian trinket( to avoid being blasted too quikly by spells)
    -add a lvl 2 skink priest
     
  5. SouthlandLizardman
    Saurus

    SouthlandLizardman New Member

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    I agree with vocor about switching the non-bsb Scar-Vet for an Oldblood, and that will free up point in the hero slot, which will give you some room to play with the Skink preist. You may want to throw a scroll or the cube on him for some magic defense depending on what army you are playing. Against dwarves you may not even want to include any magic at 1500.
     
  6. Rygathya
    Jungle Swarm

    Rygathya New Member

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    I think most of it has been covered already, but I'll just nip in with some impressions of playing with a very similar force at a recent 1500 point tournament.

    Although 11 cavalry is too much, 5 might be on the low side. I took five, and found that it meant that with about 2 dying to random bolts or such each game, the unit lost too much oomph (which I only made up for with a stegadon that didn't know that it's possible to score less than 15 wounds on a unit.) Seven would be fine. Not because it's 5+2, although that's a good point, but because it's the biggest frontage you can comfortably fit on the table without needing either to rank it up, or have a unit with the dexterity of, say, a dead cow.

    Now, it's true most opponents will be throwing a level 4 mage at you, but it's worth keeping in mind that that's a very very big investment at 1500 points. A single skink priest with a scroll, cube or diadem should keep you from being overwhelmed by magic alone, and the fact that you have a lot more staying power makes up for the rest of the difference quite well.

    But the general is where the true bite lies. Much as I usually abhor expensive magic weapons, my experience with a mounted oldblood swinging the blade of realities about has been favorable to say the least. I can say that without any extreme dice rolls, this fella could stomp off without the unit, when needed, and utterly anihilate everything. Against ogres it is simple sad, to the point of reporting your massacre before your opponent even deploys, and against everyone else, even various flavors of elf, it makes short work of both big scary monster and blocks of whatever. But the real trick lies in the terror. And I don't mean some silly special rule. I mean arachnarok spiders not daring to come within 18 inch of your general for fear of being slaughtered.

    Short version of all this:
    Keep the cavalry on the big side, to prevent one of your important units from being effectively neutralised too early.
    A combat lord will make short work of everything, when everyone else is too busy playing around with mages to be able to counter him. A strong one even more so but even the base stats are a dire threat.
    A key point with this kind of army is to be really aggressive. Every unit needs to be able to keep the heat on, even if it can't actually kill something by itself. While lots of salmanders and skinks might be fun and plenty mobile, shoving a bit more punchyness in there might be worth a look. Terradon riders, more saurus, maybe even a stegadon if you decide to cut a lot, just be sure to keep at least the minimum in expendables.

    Hope that helps a bit, good luck on the pincer movements!
     

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