8th Ed. Lustrian Air Force at 1000

Discussion in 'Lizardmen Army Lists' started by masonatronic, Apr 17, 2014.

  1. masonatronic
    Jungle Swarm

    masonatronic New Member

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    Skink Priest -
    Level 2; Cube of Darkness
    Skink Chief -
    Ripperdactyl mount; Light armour; Shield; Spear; Egg of Quango

    Skink Skirmishers x 12
    Javelin and Shield
    Skink Skirmishers x 13
    Javelin and Shield
    Skink Skirmishers x 13
    Javelin and Shield

    Ripperdactyls x3
    Ripperdactyls x3
    Ripperdactyls x3
    Chameleon Skinks x5
    Chameleon Skinks x5

    New to Lizardmen, so be nice. Looking for any comments and criticisms, although the theme here is to field only flying units, or skirmishers. Not sure about the leaders though.
     
  2. Crillaz
    Cold One

    Crillaz Member

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    It looks fun to play.

    But you don't have any combat blocks and if you are not careful in your moving phase it will get smashed by tougher enemies charging you.
    Since your skinks are skirmishers they will not get steadfast in CC, so they are not very good at holding up a stronger enemy.

    I understand that you want as much flyers as possible but still I think it need something stronger too. You could try to fit in some cold one cavalry and a star vet, but then the cold ones will be using the special slot as well as your rippers.

    Maybe you could make some of your skirmisher units a cohort block and add a scar vet (or a cheap old blood) in there. But then they will only be m4.

    Ah, you could always make a cohort block with some krox in it. That will give you some punch and you are still m6.

    I also think you should try to fit in the ruby ring to make use of your power dice. You don't need to have it on the priest. Any character can take it.
    And for the priest, I would go with heavens instead of beasts. Beasts are very useful when you have fighting blocks and loads of fighty characters but in your list I think its better with heavens. Iceshard blizzard is really good and if you are lucky you could roll of the comet when randomizing spells. Don't forget that whatever you roll you can always choose to replace one of your spells for the signature spell.

    Good luck

    /Crillaz
     
  3. Screamer
    Temple Guard

    Screamer Member

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    Fun idea!
    Don't know how powerful it is, as Crillaz pointed out, it's not very forgiving. Any mistake in movement can cause the entire house of cards to fall.

    Anyhow, here's my two cents keeping with the theme of skirmishers and flyers only, thought on why at the bottom:

    Old Blood: Carpet, (gamblers armour, dawnstone, GW. 2+ rerollable/6++ and S7 for can-opening duty).
    OR
    Old Blood: Carpet, (LA, Enc shield, Dawnstone, Biting blade/sword of striking/gold sigil sword) for 1+ re-roll, but not as good vs 1+ foes.

    Skink chief Terradon, Blowpipe, LA, Ench shield, biting blade, BSB
    OR
    Skink chief, Terradon, Blowpipe, LA, shield, dragon helm, BSB, warrior bane/tormentor sword/luckstone

    Skink priest lvl 2 heavens dispel scroll

    12 Skink skirmishers w javs and shield
    12 Skink skirmishers w javs and shield
    12 Skink skirmishers w javs and shield

    3 Ripperdactyls
    3 Ripperdactyls


    The old-blood is to add some durability to the army. The carpet still allows for a 4+ LoS!, to give some protection against canons. He should be able to take on almost every unit except death-stars, and survive. I think it's hard to decide if he should have 2+ or 1+ armour, since it also affects his damage output. And at 1000 pts he's limited to 250 pts. And he gives you a nice Ld8 general.

    The hero-slot is also filled to the brim, it taxes in at exactly 250 points. With a blowpipe the chief can at least to something even if you use him as a redirector. He also has a 2+ save, and that's pretty decent. The BSB is there to keep the units in line, you don't want the rippers to fail the frenzy-check. (remember that if he breaks from combat, he's dead)

    Since the entire army is skirmishing with at least 6" move, and it's only 1000 pts, there should be plenty of room to dance around the enemy. But it does require some careful movement. Most of the time the rippers should vanguard and end the move with the back against the enemy to avoid frenzy-checks and unfavorable charges.


    If you don't like the old-blood, you can drop him, drop or keep the BSB (the priest can be the general) and add either:
    increase rippers to 3x4
    OR
    Add 2 razordons and 1 salamander with some spare points
    OR
    3 Salamanders (2x1+1x1)
    OR
    2x3 Terradons with some spare points (enough to increase skinks to 4x10 instead of 3x12)
     
  4. Crillaz
    Cold One

    Crillaz Member

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    I forgot to mention that its not allowed to post individual points on the forum.

    Just write the total sum for lords, heroes, core, special and rare instead.

    /Crillaz
     
  5. lizard_sNow
    Cold One

    lizard_sNow Member

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    In my opinion, it is very tempting to fill out the points for the characters. In smaller games though, I would limit that much spending. I always find myself having to restrain on characters because I always find myself overloading them and not having enough points for a decent sized army. That goes for most army builds but especially with this kind of army build. None of your units are tough enough and when they aren't tough there should be more of them. Spending half of your army's points is a huge point sink into three or four models. My caution is to take two, or three, more cheap characters to save points for your units. If you look at mason's list he has twice as many bodies as screamer's. Now I'm not knocking you screamer, this is just my opinion and what I feel is safe to do. Just remember that skinks are squishy, even ones riding something, so loosing them isn't so much of a maybe as much as a certainty. Let us all know how it works.
     
  6. Screamer
    Temple Guard

    Screamer Member

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    ok, didn't know that. Seen so many points with ss, thought it was OK. will edit.

    Edit: Oh, guess it wasn't my post you meant :)
     
  7. Screamer
    Temple Guard

    Screamer Member

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    Well, 45 vs 59 models isn't really twice the number of bodies ;)

    I think that by adding an old blood you give the army some durability. But you are absolutely right, there's a trade-off. It's difficult to add other characters, as they are heroes. That would be chiefs on foot, that could work. but they are still around 50 pts + magic items.

    Or go wild and add one to every skirmisher unit :)
     
  8. lizard_sNow
    Cold One

    lizard_sNow Member

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    Too right, sorry my exaggeration skills were showing in that one :oops:

    I really like "oldladdin" as people are calling him. Most opponents discount a small oldbood on foot until he flies up in their face and eats their unit. I would take him, a ripper chief and a priest. The priest would be level 1, and just a dispel scroll. The ripper chief I would give the egg of quango and just basic equipment after that. Cheap is main goal but also useful and somewhat effective.
     
  9. Screamer
    Temple Guard

    Screamer Member

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    If they FAQ to give the chiefs ripper super-frenzy as well, then I think it's a good mount. but until they do, I think the terradon is better. And they should always be 2+.
     
  10. reptile3607
    Skink

    reptile3607 New Member

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    Wow, nice idea!
    From an aesthetic point of view, it'd Look cool, a swarm of flying lizard monsters, (with smaller lizard monsters riding on their backs) and stealthy ninja lizard monsters running around below : P
    On the tactical side of things I think that it could potentially be quite cool; on the other hand, if you make a singles move wrong...
    :beaver:
     

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