8th Ed. Lizardmen vs vampire count 2400p

Discussion in 'Lizardmen Army Lists' started by nisja, Nov 25, 2011.

  1. nisja
    Jungle Swarm

    nisja New Member

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    Can someone help me with the 2400 point armylist? With and without the special characters against the vampire counts without any form of restriction.

    most evil
     
  2. khsofsso
    Skink

    khsofsso New Member

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    Saurus. Salamanders. Characters with magic weapons. Lore light or shadow slann with cupped hands.
     
  3. Taipan
    Temple Guard

    Taipan Member

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    Our special characters are all complete garbage, so no worries on that front;

    At 2,400, I'd aim for this;

    Lords:

    Shadow Slann, Rumination, Mystery, Cupped Hands, General and BSB w/Banner of Eternal Flame
    (395 points)

    Most of his units are as slow as you or only slightly faster, so 'Miasma' will level things for you. 'Pit' is a great followup, especially on the giant unit of Grave Guard he's sending to kill you. 'Enfeeble' neuters his units of their hitting power (except Grave Guard, who have Killing Blow), and 'Withering' will help you hit harder. 'Pendulum' is amusing for sniping his Lord, and 'Mindrazor' turns your TG into gods when he hits combat.

    Old-Blood w/Talisman of Preservation, Bane Head
    (205 points)

    Park him in the TG unit and dare the enemy Vampire Lord to charge you. S5 Flaming attacks do not make him happy, and double wounds make any hits that get through scary as hell. Talisman should keep him from using your blood to heal or ressurect members of his unit (most likely Grave Guard).

    Heroes:

    Level 1 Priest, Blood Statuette, EOTG
    (380 points)

    Cast the Statuette of Sniping Turn 1, try and nab his Lord or his BSB. Probably best to do this after he's wasted his dispel dice and scrolls shutting down your Slann.
    EOTG is pretty much point n click. Not much shooting in VC lists, so you can turn on 'Arcane Configuration' to make your spells go off a tiny bit more reliably if you want. Once you get into hacky range of course, turn on 'Burning Alignment' and watch his dudes die. You can also countercharge pretty well.

    (2) Scar-Veteran w/halberd, light armour
    (94 points each)

    Cheap, attach to Temple Guard blob to fill out the ranks (so you're 6x5 effectively), or attach to Saurus if you like.

    Core:

    (2) Standard Bearer, Musician, 18 x Saurus w/hand weapon+shield
    (238 points each)

    Pretty standard build. Attach Scar-Vet, guard flanks of the TG, smash up his mandatory horde of Ghouls and/or Skeletons he has to field to fufill Core requirements. 'Nehek' is going to keep them fighting for a while though, so consider these guys expendable.

    (2) 10 x Skink Skirmishers w/blowpipes
    (70 points each)

    Cheap, our only real missile unit outside of Sallies, good for killing off Varghulfs. Screen Saurus from charges, get in the way, usual deal.

    Special:

    Standard Bearer, Musician, 21 x Temple Guard
    (389 points)

    Pretty obvious stuff. They do most of the killing, some dying, and keep your Slann alive. S5 Flaming attacks at higher Initiative (if you get Miasma off successfully) is his worst nightmare, and if you manage to dispel his 'Nehek's consistently, he won't be able to stave off the casualties. Challenge his Vampire with Old-Blood and kill him to get rid of the WS7 aura early on (ie before they strike), and you stand a good chance of out-grinding his Grave Guard Deathstar to death.

    Rare:

    2 x Salamanders
    (150 points)

    Salamander
    (75 points)

    Point, burn, repeat. His Grave Guard will hate these guys, as they'll probably remove the need to even cast 'Pit', with the amount of kills they can rack up in a single Shooting phase. Great for getting rid of his superior model count early on, and letting your Saurus slowly butcher the rest.

    2,398 in total.
     

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