8th Ed. Mega-Battle: 4700 pts

Discussion in 'Lizardmen Army Lists' started by geoQuant, Mar 13, 2013.

  1. geoQuant
    Skink

    geoQuant New Member

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    I haven't participated in the hobby since 6th Edition and could use some advice for an upcoming mega-battle. The maximum amount of points I fielded in the past was 2000, but counting my models (and borrowing some others) it looks like I can play a game at around 4700 points. I own these units and plan to finish painting all of them before the event:

    1 Slann
    1 Oldblood w/ Carnosaur
    2 Scar Vets
    1 Skink Priest
    3 Jungle Swarms
    106 Saurus
    55 Skinks
    3 Kroxigor
    6 Chameleon Skinks
    5 Saurus Cavalry
    2 Stegadons
    3 Salamanders

    My opponent's army could be any of the following, of an equal amount of points:

    1. Skaven
    2. Chaos
    3. Empire
    4. Tomb Kings

    This game is just for fun and can hopefully drive some interest into Warhammer Fantasy at our local shop. I intend to field a variety of units to get an introduction to the 8th edition rules. Of course, I like to win, so here is a list that I am considering:

    Lords – 1021
    1 Slann
    1 Oldblood w/ Carnosaur

    Heroes – 876
    2 Scar Vets
    1 Skink Priest
    1 Skink Priest, w/ Engine of the Gods

    Core – 1932
    3 Jungle Swarms
    30 Saurus w/ full command, spears
    30 Saurus w/ full command, spears
    46 saurus w/ standard, musician and spears // With the Slann
    3 Kroxigor w/ Ancient, 48 Skinks w/ full command

    Special – 353
    6 Chameleon Skinks, stalker
    5 Saurus Cavalry, full command + magic banner

    Rare – 515
    1 Ancient Stegadon
    3 Salamanders, 4 handlers each

    Total = 4697

    Specific questions:
    1. Where should I put the Scar-Vets? With the Slann unit, Saurus blocks or Saurus Cold Ones?
    2. Should I field any skirmishers or bulk up the Skrox unit?
    3. Which Lore is best for this Slann? Light or Life?
    4. Any other recommendations for unit sizes or formations?
    5. Weapon choices: HW or Spears on Saurus?
    6. Without Temple Guard, what can I do to best protect my Slann?
    7. What are some good Old Blood and Scar Vet builds?

    Here are the unit sizes that I am considering:
    - Slann w/ Saurus: 4x12 and 2 Scar Veterans in the front:

    S = Saurus
    P = Slann Priest
    V = Scar Vet

    S S S S
    S S S S
    S S S S
    S S S S
    S S S S
    S S S S
    S S S S
    S S S S
    S S S S
    S S S S
    S P P S
    S P P S
    S V V S

    - Skrox:

    S = Skinks
    K = Kroxigor

    S S S S S S S S S S
    S S S S S S S S S S
    S S S S S S S S S S
    S S K K K K K K S S
    S S K K K K K K S S
    S S S S S S S S S S


    Thanks for your help! Pics for your participation: http://imgur.com/a/jj9uJ#5
     
  2. david l
    Chameleon Skink

    david l New Member

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    What are you giving them? You don't know their points cost without knowing their equipment.

    Are these on foot? Generally I don't take a Saurus character on foot. If you want them, put them in the Slann unit.
    I would be inclined to skip the Saurus Cavalry unit and use those cavalry models as mounted scar-vets.

    Particularly at this size, the Engine is not going to help you much. And all the possible enemies have plenty of powerful artillery to kill the Engine instantly. Leave the priest on foot, run the Engine as a normal Ancient.

    Jungle Swarms are almost completely useless in 8th. Admittedly no overrun (see FAQ) means 3 bases can buy a turn, but you can usually do that with skink skirmishers for fewer points and more other uses.

    I would make at least one unit without spears. Often the 6+ parry save is better than the spear attacks, and it costs less.
    The Slann unit should have at least one scar-vet, so I would make it one of the smaller units. Keep them 5 wide, with no spears, and put stubborn crown on the Slann.

    Where are the skink skirmishers?!?

    Absolutely split out some of those skinks into size 10 skirmisher units. A lot of people would field at least 4x10 skirmishers in a 2k battle, so I'd expect plenty more than that at 4700 points. But you don't have the models. At minimum take 2x10 blowpipes and reduce the SKrox unit. I'd be inclined to go with 4x10 blowpipes and a min size SKrox unit with just musician.

    The weakness of Life is can only buff one unit, or maybe two units, at a time. With so many things on the table, I think you need Light for the bubble spells.

    Look around the site for various suggestions. Any build should have significant magical defenses.

    Ranks are 5 wide now, so that probably isn't a good plan.

    There is no reason to have more than 1 skink on the side of a Kroxigor in a mixed unit. Extra width just lets more enemies hit you and removes your Steadfast sooner.
     
  3. geoQuant
    Skink

    geoQuant New Member

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    david, thank you! really great response and i'll try to address some questions in order:

    1. Slann/Oldblood: idk what i am taking with these guys, but i just assumed their max point values including base points, magic items and all upgrades (carnosaur/4 generations).

    2. Scar Vets are currently on foot, but if you recommend putting them in the units of cold ones or separate than i'll take your advice. i've never fielded cold one cavalry and that was my only motivation to include them. do you use scar vets on cold ones as priest or warmachine hunters?

    3. Engine of the Gods: I've never used it, that's why i want one

    4. Same with Jungle Swarms

    5. Saurus: I always liked spears under the old rules, but 6+ parry save definitely seems the way to go now. thanks for informing me of that rule!

    6. skink skirmishers: i loved these guys back in the day, but without the scout rule they don't seem that great. since i have never fielded cohorts, i gave them the priority.

    7. Skroxigor unit: I wanted to take advantage of the horde rule here, is it still not wise to have 2 skinks on the side of the kroxigor?
     
  4. Rhodium
    Kroxigor

    Rhodium New Member

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    1. I would take two slanns rather than a carnosaur old blood, at these high points you can get two pimped out slanns that will dominate the magic phase, an old blood on a carnosaur is just a cannon magnet

    2. Have to be mounted on a cold one, by far the best way to go, they can still go in the saurus block just don't get look out sir so consider giving one the charmed shield and the other the amulet of Itzl

    3. With one or two tricked out slanns the engine is not needed, again a cannon magnet, especially if there is a chance of playing empire of skaven, expect 4+ war machines, I would one on foot maybe or use the points to buy the skirmishers that you definitely need

    4. Swarms are sub optimal but can do a job

    5. Hw shield over spears every time

    6. Skirmishers are exceedingly good, they should be used to harass monsters and chaff on the flanks or to redirect big units

    7. The horde rule is barely useful here at all, by going horde you gain 4 extra WS2 strength 3 attacks.... Is that even worth it? Considering it will allow more enemy models to be in base to base? If you keen on using the horde rule, take 50 saurus, horde them with a light slann and two scar vets. Carnage will follow as it rips through everyone
     

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