7th Ed. Lizzies - 2000pt all rounder

Discussion in 'Lizardmen Army Lists' started by kreepo, Feb 20, 2010.

  1. kreepo
    Jungle Swarm

    kreepo New Member

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    Hey guys

    I've been browsing these forums a lot , never actually got down to posting some...so here goes.

    I'm trying to build an "all rounder" type of list - I've got this bug up my bonnet that I want to "learn" my army and adapt my tactics instead of my list.

    So this is what I've got...

    Slann Mage-Priest @ 365 Pts
    General;B/Standard;
    Mystery;Rumination
    Bane Head

    Skink Priest @ 390 Pts
    Level 2; Engine of the Gods

    Saurus Scar-Veteran @ 145.0 Pts
    Light Armour
    Enchanted Shield
    Burning Blade of Chotec
    Cold One

    16 Saurus Warriors @ 210.0 Pts
    Spears; Standard; Musician
    [SCAR VET GOES HERE]

    10 Saurus Warriors @ 110.0 Pts

    10 Saurus Warriors @ 110.0 Pts

    16 Temple Guard @ 277.0 Pts
    Standard; Musician

    8 Chameleon Skinks @ 96.0 Pts

    10 Skinks @ 50.0 Pts

    10 Skinks @ 50.0 Pts

    5 Cold One Cavalry @ 195.0 Pts
    Standard

    Casting Pool: 9

    Dispel Pool: 6

    Models in Army: 89


    Total Army Cost: 1998.0

    Basically it gives me 2 solid blocks (the TG and SpearSaurus) to hold whatever should come around. The SVet can also act as a can opener if need be.

    Slann will be dealing out magicky death from afar while the camo's march block to give me more time to whittle them down.

    The skinks and small saurii will be used to flank/rear. The skinks will also be used as screens or warmachine/gunline rushing.

    The COC and EoTG can both act as hammers.

    Let rip with the C&C :)
     
  2. thejando
    Skink

    thejando New Member

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    First question. Why is the Scar-vet on a cold one and then put into a saurus unit. Also, I would drop a chameleon skink or 2 to get another saurus or 2 (if your general is infact on a cold one)
     
  3. Eagleblaze
    Temple Guard

    Eagleblaze New Member

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    Find the points to take spears with all the saurus warriors, it drasically improves their ability to get the job done, which we all know is pretty damn good in the first place...

    -Eagle
     
  4. Kurlin
    Ripperdactil

    Kurlin New Member

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    I personally wouldn't take Saurus in a unit less than 15. I would take those 2 units of 10 you have and combine them into 1 unit of 18 with spears and command.

    Also I am not a fan of ranked skinks at all, I would try and find points to make those 2x10 skinks into 2x10 skirmishers with blowpipes.
     
  5. Stegadeth
    Temple Guard

    Stegadeth New Member

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    Ok, First off combine the two 10 Saurus units into one 18 Saurus unit. Now put the other two in the 16 Saurus unit. Now run both 18 Saurus units in a 6x3 formation. Spears. No ifs ands or buts on this.

    Drop some Temple Guard. It's a 2000 point game. 11 are enough. You can take 12 and get a extra one in back but honestly, if you bring the unit out to get rear charged you deserve to die anyway. 12 would be US15 as well.

    Your Scar-Vet should go in with your Cold One Cavalry. One stupidity check is enough and that makes the unit a big time hammer.

    I've never used Chameleon Skinks but I do use Terradons. They fill the same role in some regards. Just position them carefully. I think 8 is too many. 6 can probably do what you need them to in a 2000 point game but I do not know for sure, this is based on how I suspect they play and what I have heard about them.

    Ranked Skinks are not worth much at all in my opinion. Especially in such small units. Skink Skirmishers basically do a better job than them at almost everything. Two units of Skink Skirmishers can do 40 poisoned shots in a shooting phase. They can oftentimes break no-to-light armored units if they stand and shoot as a charge reaction. They can also serve as charge bait to flee and set up a counter charge. They do a wonderful job screening units since they can be spread out nearly twice as wide as a unit of Skink Cohorts of the same number. Yes, they are more expensive and yes, they have no armor save. It doesn't matter. Tonight I had two units of ten in a game against Beastmen. They took out a Giant, a Chaos Spawn, Gorthor (a named general on Chariot) and did some damage to other things as well. Not to mention they gave my a couple of failed charges which I was able to counter charge on. Get them. Love them.

    Now, if you want to be Close Combat heavy, I can relate. I will say that I think if you drop a unit of 18 Saurus (assuming you do the 18 Saurus units here) you can give yourself more options. Full command on the Cold One Cavalry for one and then, maybe more Disciplines for the Slann and a Salamander? I seldom run 2 units of Saurus Warriors in games under 2500 points. Just my immediate thoughts and opinions. Best of luck!
     

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