8th Ed. lore of heavens tactica!!

Discussion in 'Lizardmen Tactics' started by 1968yearofmetall, Mar 10, 2011.

  1. 1968yearofmetall
    Cold One

    1968yearofmetall New Member

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    here´s a 3k list that i also have posted in the armylist page on this forum, however i think i would need some advice on how to play it :p



    LORDS- 726pts
    Slann
    BSB
    Divine plaque of protection
    The focused rumination
    focus of mystery

    Saurus Oldblood
    LA, shield
    carnosaur

    HEROES- 440pts
    Chakax, eternity warden

    Saurus Scar-veteran
    LA, enchanted shield.

    CORE- 773pts

    29 Saurus warriors
    HW, shields
    full com.

    27 Saurus
    Spears, shields
    full com.

    10 skirmish skinks

    SPECIAL- 620pts

    19 temple guard
    Totem of prophecy
    full com.

    Stegadon
    Giant bow

    10 chameleon skinks
    stalker

    RARE- 425 pts

    2x sallamander
    no extra handers


    so this is it. lets start at the magic part. i gave the slann rumination so he could cast many spells, or at least some... i´m thinking of trying the "wind blast- something-spell" :p on a big unit/ horde, and let my sally unit fry them maybe twice before they reach to them, or even better, they´ll run before that thnks to the panic test caused by the flaming attacks.
    I´m also to try to force the enemy to charge my unit of spears witch will gain extra attack that way:p

    any suggestions would be appreciated xD

    sry for bad english...
     
  2. Sao
    Cold One

    Sao New Member

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    First off why take a slann?
    Lore of Heavens (LoH) is the only lore takable by skink priests, so makes sense to take them.
    In 3000pts you need more Core. Consider 3 units of 20 ish.
    You will be horrendously outnumbered by bigger armies and flanked/rear charge. Bad times
    Chakax is NOT worth the points IMO, you can make a deadly Scar Vet for half the price, or take another unit(30) of Saurus!!!

    Your oldblood needs some serious defense on a carno. Heavy armour, Dawnstone etc, otherwise he will die... fast. for example. 2 units of dwarf handgunners = 40 shots (say 20 in each). At long range they are hitting on 3's (special gimpish rule) so about 13 shots hit (13.33333333...... exactly). Then you randomise. 1-4 carno, 5-6 oldblood. So dealing with carno first, 9 shots hit him, wounding him on 5's (str4 tgh5) so 3 wound, statistaclly he will take 3 wounds. Your old blood takes 4 hits, 1 or 2 wounds, means he takest those. and thats 2 units for less than 2/3 of the oldblood ( i think its half but dont have DRB with me)

    So yeah he needs some protection!!

    10 SSkinks = fail, need more for effective pew pewing OR chnage them for chamos. the ability to march, double tap and poisen still is horrible for an opponant.

    1 stegadon = fail

    Need more tg in 3000pts

    and 2 sallies just wont cut it!!

    Advice? Drop carno/steg, up saurus units, take lore of light in big games, drop chakax, take more saurus, more charmo skinks, (3 units of 9 is perfect) take more sallies ( I have 4 in 2000pts!) haha

    Hope it helps

    Lloyd
     
  3. Coatl
    Temple Guard

    Coatl New Member

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    disagree about the blocks needing to be more. i routinely run a single block of 60 saurus in my 3k games and i havent lost it yet. its all how you play your list. if you play loads of sallies, why add more blocks? your goal is to harass the enemy's hordes and let your sallies go to town. if you trying to run screaming across the field, your probably trying to be in h2h, so sallies arent going to help as much. lore of heavens is very useful. comet on 2 power dice (plus the free one) is quite consistent and it does loads of damage (an average of 8 hits per unit if it goes off on the first roll. on a side note, ive actually made comets to represent them, thats how useful ive found them). i agree on the need for more tg though. wherever you put your slann should be a unit so inconceivably large it just wont die from whittling it down. drop the oldblood, add some tg and more sallies and chameleons, simple. also, you have 425 pts listed for your rares but only 2 sallies in there? thats not right clearly. add 4 more :). then use the oldblood points for 20 chameleons and 10-15 more tg
     
  4. _Sotek_
    Skink

    _Sotek_ New Member

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    Your math is horribly off, and clearly you are interpreting the BS rules section incorrectly, in english, -1 means you subtract from your roll! And s4 vs t5 is a 5+ buddy not a 3+ lol.

    Although you are right about the oldblood on carni needing protection, I like the looks of a oldblood w/carni, sun resplendent, armour destiny, and shield for 461 points

    Anyone else think that's worth it?
     
  5. Chaq Mundi
    Saurus

    Chaq Mundi New Member

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    Drop Chakax; I'm sorry, but he's terrible. Although he was WAY better in 7th edition, 8th edition screwed him over, and only because of 1 rule change. So yeah, buy a scar veteran (hell, buy two) with the points from him; you'll do a lot better.
     
  6. 1968yearofmetall
    Cold One

    1968yearofmetall New Member

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    here´s a link to a better list, as you can see I´we dropped Chakax and replaced him with a oldblood without the carno and another scar-vet (1 in each unit)
    I also put in 2 nice stegs and a skink priest riding one of hem ;)
     

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