Hey everyone, I have been playing Lizardmen for a few months now, and I want to try and go to a small competition at the local store. I've got no clue which armies I will see the most of, so this is my attempt at a no slann list which I'm hoping can stand up against most things. I've had some fun games with my friends with a similar list and won most of my games (Friends playing: Dark elves, Wood elves, Beastmen, Daemons). Lord: Saurus Oldblood on Carnosaur w. upg. Loping Stride and Bloodroar Light armor Great Weapon Sacred Stegadon Helm Talisman of Preservation The other Tricksters Shard Heroes: 1. Skink Priest Lvl2 beasts Dispel Scroll 2. Skrink Priest Lvl2 Heavens Cube of Darkness 1. Saurus Scar-Vet on Cold one Light armor Shield Piranha Blade 2. Saurus Scar-Vet on Cold one BSB Light Armor Shield Shield of Ptolos Dawnstone Core 30 Saurus w. Full command 12 Skink skirmishers 12 Skink Skirmishers 13 Skink Skirmishers Rare 2 Salamander w/extra handlers on both 2 Razordons w/extra handlers on both Special Bastilodon with Solar Engine 6 Cold one cavalry w. full command My battle plan with this list was to use my Saurus Cavalry with both Scar-vets to hunt for multiple wound targets and high armor targets or the optional chance of flanking units stopped my Saurus. Oldblood + Carnosaur battle plan, seek and destroy. Planning to take on the biggest badass out there, or seek out challenges. Salamanders and Razordons will be for softening large groups of unis. Skink skirmishers for warmachine, or hunt High toughness and Low armor save targets. Bastilon is for the same purpose as the above, but also for flank protection on my saurus warriors. Skinks priest with cube + dispel scroll, since i only run low lvl wizards I wanted the double "scroll" to into the later turns without suffering from any of my opponents major spells (IE. Purple sun etc.). Let me know your thoughts and ideas and I am hoping to see you help me deeper into the world of Lizardmen (Only having played 8. games so far)
For people wondering why I dont bring a Slann. All I can say is. Try getting misscast with you 500pts Slaan, then role a 3 on miscast table(just so -1/+1 to miscast result wont help). This gets follow by 23 Templeguards dying(None made magic resist saves), to top it off roll a 2 on your d6 and see your Slaan get sucked into the daemon realm. 1misscast =882pts of suicidal templeguard and the fat master.
Nice, very similar list to one I put together. Really only differences is I don't have the razordons, have extra unit of skinks, 26 saurus and the piranha blade on the old-blood carnosaur. I thought the same thing about the slann. Powerful caster, but it seems to be a high risk endeavor. I'm wondering if I should switch the piranha blade onto a scar-vet or keep on old-blood. Let me know how I goes, because I'm building up to very similar for a tourney in August.
I'd make the Skirmishers 13 Skink strong each. I believe 13 is the perfect number for them since they need to lose four to panic and it's hard to kill more three in one go.
I've had a similar list at 2500pts. Just 3 scar vets in the bus. I had 50 Skinks in a cohort unit because you can hold up anything forever, which is enough time to bring in your hammers. Personally I think I might skip the razordobs/salamanders and go for an ancient steg. You have another cannon target then, unless of course you'll use the salamanders for cannon shields that is Overall it looks fun though.
One last thing: go full heavens. You'll want the -1 to Ld and to hit against whatever your carno goes up against. I've killed a Woc lord in one round of combat because he had iceshard on him and failed fear (dat Ws1). Suddenly he was hitting my carno on 5+^^
Yeah the Slann to me definately seems like high risk to me, I played 4 games with him and in 3 of the games he has either killed himself or half his unit and in one case both. I will definately stick with old blood carno for now
I'm thinking of taking my saurus unit to 28 to make all skink groups 13 strong and then get 8pts of magic item for my skink priest is that viable?
Honestly if you're miscasting that often with a slann you are either terribly unlucky or using too many dice on any given spell. Getting your slann sucked down a hole is unlucky and sucks, but it's part of the game. Having it happen all the time means something else is the issue. Having it happen and killing 23 temple guard.... You can't always prevent these situations but it's so so so so unlikely it's not something you should ever plan around. The odds are well in your favor, especially when compared to most other wizards. Soul on stone and a ward goes a long way. Regardless, I'd still put your old blood on a cold one. Carno is just begging to get cannoned off. Statistically way more likely, and you're still losing a ton of points. Iron curse icon maybe? You aren't taking a slann because it's risky, but all your characters are still going to give up a ton of points. Your bsb looks like he has some redundant equipment considering he already has a 1+ save he doesn't need the shield of ptolos. I would consider giving him a great weapon and maybe the dragon helm to stay at that 1+ rerollable and give yourself a ward to flaming attacks. The equipment on your characters could use some work. Ditching the slann because he's too much of a risk is understandable if you use the points on something less risky. You have not done so thus far. OB- 1+ and 4+ ward. Drops to a 2+ and 4+ ward when Carno dies. PB SV- 1+ non rerollable save. BSB - 1+ rerollable. If you're not taking a slann every single one of those characters has to be at a 1+ and a ward or a 1+ rerollable. My two favorite scar vet builds are 1) cold one, great weapon and armor of destiny. 1+ and a 4+ ward. 2) cold one daw stone, dragon helm and great weapon. 1+ rerollable and 2+ to flaming. They do damage and retain their points.
To add on that a scar vet with great weapon, steg helmet, light armour and +1 AS can do well too for a third or fourth saurus character.