8th Ed. Mabuhay!

Discussion in 'Lizardmen Army Lists' started by machi, Aug 26, 2013.

  1. machi
    Skink

    machi New Member

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    Long time lurker, first time poster from the Philippines. I'm currently playing with the Space Wolves in 40k and will be making my venture into Fantasy with the Lizardmen. :smug:

    I've made a 2,500 point list for as a way of trying to prioritize what stuff I should buy as soon the stocks hit our shores, with us being a back-water and all.
    I'm trying to build a balanced, all-comers list for my initial purchase so that I will only have to make minimal purchases when a meta change occurs (like the 9th edition rumors for next year) in the future.

    General idea is a combined-arms list with 2 anvils (Saurus and Temple Guard), 2 scar-vet cowboys as trouble shooters with a lot of chaff (everything else) to make aggressive harassment against the enemy.

    Comments? :)

    ---------------------------------------

    LORD (460)

    Slann
    - Reservoir of Eldritch Energy
    - Harmonic Convergence
    - Focus of Mastery (High magic)
    - Soul of Stone
    - Channeling Staff
    - Iron Curse Icon
    - Battle Standard Bearer
    - Standard of Discipline

    HEROES (484)

    Saurus Scar veteran
    - Cold One Mount
    - Glittering Scales
    - Sword of Striking
    - Enchanted Shield
    - Luckstone

    Saurus Scar veteran
    - Cold One Mount
    - Great Weapon
    - Gambler's Armor
    - Dawnstone

    Skink Priest
    - Lore of Beasts
    - Cube of Darkness

    Skink Priest
    - Lore of Heavens
    - Dispel Scroll

    CORE (620)

    30 Saurus Warriors
    - Hand Weapons / Shield
    - Full Command

    10 Skink Skirmishers
    - Javelin / Shields

    10 Skink Skirmishers
    - Javelin / Shields

    10 Skink Skirmishers
    - Javelin / Shields

    10 Skink Cohorts <--- Miscast Bunker

    SPECIAL (766)

    24 Temple Guard
    - Full Command
    - Banner of Eternal Flame

    2 Jungle Swarms

    Bastiladon
    - Solar Engine

    5 Chameleon Skinks

    3 Terradon Riders

    RARE (168)

    Salamander
    - extra handler

    Salamander
    - extra handler

    GRAND TOTAL: 2498
     
  2. machi
    Skink

    machi New Member

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    No love eh? Could be I that I made a really nice list or a really horrible one. Then again, with the number of guys who post their lists here, I guess it can't be helped. Thanks for viewing anyway. ;)
     
  3. pgarfunkle
    Saurus

    pgarfunkle Member

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    Forgive me if wrong but with the standard of disciple I thought that other models we then unable to use the bearers Ld for inspiring presence. If so it may be better to give it to the guard unit an the eternal flame to the Slann. That way the unit of which the Slann is a part gets the +1 to leadership and flaming attacks
     
  4. n810
    Slann

    n810 First Spawning

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    looks fairly average, not not a lot to say. :shifty:
    not sure if you need the Iron curse icon on the slann though,
    since he allready has a built in ward save against everything.

    if you are looking for ideas check out some of the other posted list.
     
  5. machi
    Skink

    machi New Member

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    No worries man. Hmm.. Let's see if I understand the rules correctly as well. The way I understand how the Slann + Standard of Discipline will work is:

    1) The Temple Guard are not able to use the Slann's Inspiring Presence leadership bubble but if the Slann becomes a part of the unit, then the Temple Guard will use the highest leadership available which will be the Slann's boosted leadership of 10 (9+1).

    This work-around is possible because we're the only army (which I've been told) that can have a general with a BSB option.

    2) If the Slann is running solo instead, everyone can avail of his boosted Inspiring Presence since the restriction only applies to the model with the banner. Which is just the Slann.

    Did that make sense? :shifty:

    @n810
    By fairly average, can I assume it's a pretty safe list? I'm really more interested in getting to know Lizardmen as an army for a while before I expand and drown myself with a long queue of minis to paint once more.

    As for the Ironcurse Icon, I had the spare points for it and since the Slann will be bunkering with the TG or Cohorts from time to time, I'm sure they'll appreciate the 6+ ward save. Thanks for the feedback though, I'll keep looking around. :)
     
  6. pgarfunkle
    Saurus

    pgarfunkle Member

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    Hi Machi,

    Thanks for the discussion I've actually been reading that rule wrong for ages. I agree with the way you have explained it now.

    If you can find the points I've found the egg of quango quite fun to unleash from the Slann/temple guard unit. It's a bit random but always fun to announce at the start of combat "I unleash the egg of quango"
     
  7. Enkill3
    Skink

    Enkill3 New Member

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    A slan 2priests AND a laserdon?
    That's a LOT of stuff vying for power dice...
     
  8. machi
    Skink

    machi New Member

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    @pgarfunkle

    Pleasure talking with as well man. Hmm.. Egg of Quango eh? A little randonm but when it works, it looks like it will really hurt. I'll be sure to try it out on as I start building my army. :D

    ---------------

    @Enkill3

    Interesting. I've never played with a Slann yet but do you think having that much option for the power dice is inefficient?

    On my end, it's why I took the Reservoir of Eldritch Energy, Harmonic Convergence and Channeling Staff: to generate as much power dice as possible. But will they be enough for all 4 power dice users?

    The Priests are mostly there to help control the blocks from moving too forward due to Predatory Fighter and so that I can still cast Wyssan's if the Slann dies or gets shut down.

    As for the Basty, I'm kinda iffy about it actually. What it does for only power level 3 is a steal and when I can't shoot with it, it's a nice flanker / reserve for the army. Downside is the vulnerability to laser-guided cannons.

    --------------

    If I will be making any changes to the list, perhaps lose a priest and the basty then take one of the following: another chamo skink unit and terradon unit, kroxigors or cold one cavalry. Seems to make more sense to have multiple models so you don't lose out from lucky cannon shots.

    But man, the carnosaur, stegadon and bastilodon models are pretty awesome though.
     
  9. pgarfunkle
    Saurus

    pgarfunkle Member

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    My current list is a Slann, 2 beast priests and an engine of the gods so I do always have lots of uses for the power dice. The 2 beast priests are there for redundancy and one tends to be a bit more disposable as I will hope to get the amber spear and fling that one at a monster or cannon if needs be. I also find that I don't generally cast the bound spell on the eotg much but as it has another 2 effects I don't feel the loss as much.

    With the Slann I take the +2 channel dice and the channelling rod, combined with the 2 priests I've found that I am getting an extra 2-3 power/dispel dice a phase.

    I've tried the reservoir power and found that I've only gained 1 power die a game with it so far, so have swapped to stone of soul after blowing a huge hole in my temple guard just before an important combat.

    Yes the egg is quite random and with either the solar engine or the eotg it may be a touch too much but for me at the moment it fills a nice points hole in my list. After a few more games I may swap it out as I experiment with new lists for an upcoming tournament my local club is putting on.
     
  10. machi
    Skink

    machi New Member

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    I'm thinking of including an Ancient Stegadon in a more updated list seeing as I've had the model for quite a while now.

    Yeah, Harmonic Convergence + Channelling Staff is an auto-include these days. For the Reservoir, it will be the first to go once point start getting tight.

    Will be posting a new list soon but not now, I've got a ton of work to do these days. =/
     
  11. warlorddrax
    Skink

    warlorddrax New Member

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    aren't you 5 points short on core units???

    or are the points restrictions not that strict?

    i am unfamilliar with the current edition army building... i havn't played a game in a couple of years.

    but with the current magic rules, you do look like you are very mage-heavy...

    also, how does that egg work in challenges??? in a challenge, would it hit the whole unit, or could you focus it only on the enemy character?

    it might be good for a nasty surprise if it can take out the enemy character before they have a chance to swing.
     
  12. machi
    Skink

    machi New Member

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    Rats, your right! I am 5 points short. Whoops.

    Yes, the idea is that the Slann will do some magic heavy-lifting while the rest of the army maneuvers to exploit any openings created during the magic phase.

    Wording on the Egg is "Nominanate a unit" and that it should be done before the start of the close combat phase. Maybe you can challenge someone and then throw the Egg?
     
  13. machi
    Skink

    machi New Member

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    Here's my new revised list based on the current models I currently have or are on their way to me. Basic idea is to try them all out for a while before I begin fine tuning this list some more.

    Some of the configurations are not ideal for me but I was forced to trim quite a bit of fat to make it an even 2,500 points.
    The question is, have I shot myself in the foot by cramming too many units?



    LORD (400) 16%

    1 Slann
    - Wandering Deliberations
    - Harmonic Convergence
    - Chanelling Staff
    - Battle Standard Bearer

    -----------

    HEROES (310) 12.4%

    Saurus Scar veteran
    - Cold One Mount
    - Great Weapon
    - Dragonhelm
    - Dawnstone

    1 Skink Priest (Beasts), Dispel Scroll

    1 Skink Chief
    - Terradon
    - Lustrian Javelin
    - Light Armor
    - Shield


    -----------

    TROOPS (630) 25.2%

    30 Saurus Warriors
    - Musician, Standard Bearer

    10 Skirmishers (blowpipe)

    10 Skirmishers (javelin)

    10 Skirmishers (javelin)

    10 Skirmishers (javelin)

    -----------

    SPECIAL (770) 30.8%

    20 Temple Guard
    - Musician, Standard Bearer

    3 Terradons

    5 Cold One Cavalry
    - Musician, Standard Bearer

    5 Chameleon Skinks

    1 Bastilodon (Solar Engine)

    -----------

    RARE (390) 15.6%

    1 Ancient Stegadon
    1 Salamanders
    1 Salamanders

    --------------

    Grand Total: 2500
     
  14. Dreyer
    Cold One

    Dreyer New Member

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    Looks like a really solid list, though I feel that 20 templeguard is just too small. personally I would remove the Coldones and toughen up that templeguard block, possibly get sharpened horns on that stegadon.
     
  15. machi
    Skink

    machi New Member

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    How many Temple Guards do you suppose would be enough? 24?

    Been reading a lot about the COR not being an optimal choice, but since they already came with the battalion box I figured I might as well give them a shot and see what the fuzz is about.
     
  16. Dreyer
    Cold One

    Dreyer New Member

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    I use 26 templeguard, but thats because it looks nice when the slann joins. yeah CoK arent really that great, but try them out anyway, some people really like them
     
  17. Shadoer
    Saurus

    Shadoer New Member

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    One thing I'd say is you are a bit too heavy on Skirmishers. I'd turn one or two of your Javelin Skinks into Coherts and use them for Charge Redirection. That should free up about 40 points you can use for a Razor Standard on your Temple Guard, or just add some other stuff to your heroes.
     
  18. machi
    Skink

    machi New Member

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    @Dreyer

    26 + the Slann to make it an even 6x5 movement tray eh? If the points permit, we'll see since the I will be spending them in upgrading the ancient steg, scar vet and chief first if the COR don't work out.

    @Shadoer
    Good point. I need to try and see the different uses of between the skimisher and the cohorts variants. If I do take-out the 40 points now, I'd be below the 25% minimum for core though. :p
     
  19. Shadoer
    Saurus

    Shadoer New Member

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    In that case, what you could do is turn all 3 of your skirmishers with javellins into coherts, drop a single saurus, and give yourself another unit of Skink Skirmishers with blowpipes or Javelins. Then you have two skirmish units and 3 charge re-directors.
     
  20. Dreyer
    Cold One

    Dreyer New Member

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    Yeah thats how I roll with my templeguard, they attract a lot of fire so extra bodies really help. Dont see why you should downgrade your skirmishers to cohorts. skirmishers only costs 10p more (if the cohorts have musician, and they should) and they are a lot more flexible. Would only use cohorts if I wanted a skrox unit or was really really tight on points.
     

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