8th Ed. Making stuff work

Discussion in 'Lizardmen Army Lists' started by chefsdad, Feb 15, 2014.

  1. chefsdad
    Saurus

    chefsdad New Member

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    Hi everyone


    Ive been looking at lists and wanted to come up with something different. Not crazy different, but something that could work semi-competetively, be fun to play, and not take "obvious" powerhouse choices.

    Basically, i love the idea of the southlands (skink heavy) lists, and wanted to make a list that still had a CHANCE to win games.



    So, the list (2400)



    Slann - BSB, Channeling Staff, Focus of Mystery, Harmonic Conversion, Soul of Stone, Resovoir of Eldritch Energy.


    So, pretty netlisty. However, the big difference here is High Magic. Death or Wandering Deliberations are the no-brainers in a competetive build, aa high magic as a whole can struggle to deal with certain nasty lists (think daemons, warriors and mounted dark elves). Add to the fact that the (amazing) lore attribute is unreliable, and you've got yourself a subpar lore.
    I thought about light magic in this list, but it has less utility and few ways to draw a scroll until combat, which is when you really want to be using it. The casting vosts of this lore can be high (no pun intended), hence the soul of stone. The rest will come into the hero choices...


    Skink Priest - Lvl1, Heavens, Dispel Scroll

    Skink Priest - Lvl1, Heavens, Cube of Darkness



    Notice no scar vets! Cowboys are the second best thing in the book, IMO, but i want to move away from some crutches.
    The set up of the priests are to support the Slann - Iceshard is an excellent spell with multiple uses, and (more importantly) is far cheaper to cast than Wildform. High magic, and its Lore Attribute, rely on dice, so making the most of channeling is important. 5 Channels, 3 of which are on a 5+ gives you a decent chance of an extra dice. The double scroll not only gives you excellent magic defence, but also allows the Slann to take full advantage of his resovoir.



    18 Skink cohort - Standard, Musician
    18 Skink cohort - Standard, Musician
    17 Skink cohort - Standard, Musician
    10 Skink Skirmishers - Javelin and Shield
    10 Skink Skirmishers - Javelin and Shield
    10 Skink Skirmishers - Javelin and Shield
    10 Skink Skirmishers - Javelin and Shield



    Now here is a netlisty core! Saurus have no place in a southlands list, so skinks FTW. It allows you to cloud a bit, and the cohorts allow cannon protection for the Slann, give extra shots, can be steadfast for a turn against (some) monsters, and give banners for scenarios (depending on comp etc). If you dont use banners in scenarios, you can throw in another 6 cohort skinks into the units.
    This core allos for redirection and poisoning those units that we cant engage.


    9 Kroxigor
    3 Terradon Riders
    3 Terradon Riders


    Heres the biggest difference in this list. No scar verts means you need your high strength somewhere else, and Krox provide that. They are just not surviable in smaller numbers, but the more you add, the more expensive the unit.

    M6 and strength 7 is ace, but WS3, great weapons is not. Especially when youre only T4 with a 4+ save. These guys need to be delivered to the right unit at the right time, and require magic support. This unit is the main reason for the rest o the list, "stuff" that i want to make work. Whittling down units. Picking the right spells and maximising the magic phase. Icesharding cannons. Terradons to engage war machines, remove chaff and redirect.

    Another point is the choice of high magic. Regrowing wounds, hand of glory, and swapping for yet another Iceshard and miasma all increase this units survivability and ability to dish out. Add that to Drain Magic to remove buffs and hexes where needed, and i feel that its the perfect lore for this list.


    And High Magic is cool. So there.



    Ancient Stegadon - Sharpened Horns
    Ancient Stegadon - Sharpened Horns



    Vulnerable to cannons and strength above 4. Also need the charge to get the most out of them. But they can be Apotheosed, and provide additonal threats, war machine targets, and are fairly mobile. A charge from them is also enough to threaten most monsters, and i feel that although their vulnerabilities in the current meta cant be understated, they provide this list with extra punch and round it off nicely.






    So, thoughts? comments? I considered adding champions to the COhort units to tie up greater daemons and daemon princes for a turn, but would potentially have to drop a unit of skirmishers for that...
     

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