Hey guys, I'm new to Lustria here, but I've been playing lizards for a long time. I need help with a 3v3 list for a game I'm playing with my friends. The armies are going to be 1500points a piece ( so each side has 4500points). I'm going to be facing an Orcs and Goblins, Skaven, and Tomb Kings alliance. On our side it will be Lizardmen ( me) and High Elves or Bretonianns ( my friend JB) and High elves, wood elves, or dwarves ( my friend Mike). We are not allowed to discuss our lists with each other prior to the battle. I was thinking taking lore of life ( Dwellers bellow on skaven and tomb kings might be good). I need help bad though, my friend plays a very powerful Orcs list, my record against him is only 2-5. So can anyone help, it would be much appreciated!
Re: NEED HELP BADLY FOR A 3V3 GAME!!! Given that the HE and Brets haven't got good supporting units, at least no cheap ones. I'd say you should bring more than your usual amount of skinks. Slann with Dwellers will be devastating to the massive S3 infantry units, so he's a solid choice. Maybe only go with 1 infantry unit, and load up on support. Your HE ally should bring some infantry to the battle, which will work really well with your Life Boosts. The Brets will provide the hammers, who will love the regrowth from your Slann. As said, bring enough skinks/chameleons/terradons and ofcourse Salamanders to this battle. Loads of ranked infantry makes target picking easy for you Sala, especially with low Ld Greenskins running around. Use your chameleons/terradons to take out war machines, casket and weapon teams. If points allowed, a scar-vet with a flaming weapon could help deal with a possible HPA or other Regenerating monstrosities from the other armies (I don't really know if they have them though). Try set up a list yourself and see what rolls out, you can always come back! Good luck! The Hunted
Thank you so much, that sounds like a pretty solid idea. I'll make a list in a little bit and post it, feedback is more than welcome.
I mostly agree with The Hunted. I believe that leaning heavily on Skink skirmishing support units is the way to go. That should help you against the O&G and Skaven, particular Salamanders. It won't help you much against the Tomb Kings since their Arrows of Asaph power means they can hit all your skirmishers (even Chameleon Skinks) without penalty. The Brettonians should be able to shrug off loads of arrows though. I disagree with the Hunted's lore asessment. If you go heavily on skirmishing units (Skink Skirmishers and Salamanders and the like), I'd take a Shadow Slann with Lore Master, the extra power dice, and Cupped Hands. I'd also go with a lone Slann. Shadows will give your Slann mobility. All the cavalry the Brettonians provide should be able to prevent your enemies from running roughshod over your skirmishers. The Withering is yoru go-to spell when fielding Salamanders and Razordons. I know from experience that High Elves work well with the Lore of Shadow. HEs suffer from low toughness and low strength and Enfeebling Foe and the Withering helps a lot. I don't know iThe new 8th ed FAQ has nerfed Regrowth when used on cavalry. Each cavalry model counts as two models now, so Regrowth won't be helping the Bretts out much. Unfortunately I don't see Shadow as helping the Brettonians out much. I guess if they are charging an elite unit hexing it first will help them avoid rubber lance syndrome.
I'm probably wrong, but you could try and run Saurus heavy, and basically operate as anvil, if the High Elves and Brets go Calv heavy. But you could run a Slann with a temple bunker, and saurus blocks, which I know isn't a lot at 1500, and anchor the middle, and have brets and high elves try to flank and support your harder blocks as the hammers. Take life to sustain the punishment you'd take. But Saurus can club skaven, and Skeletons will crumble to pieces in a grind, and saurus can out class the core of Orcs and Gobbos. Just an alternate idea. I'd say coordinate lists with them, if you did this. Again, I'm probably wrong, cause I'm a fan of heavy saurus lists.
u missed the fact that they arent allowed to discuss their lists with eachother before the battle :d > id go for skink heavy with shadow of death magic , but that how i love to play :$
See I was originally thinking 2 units of saurus, and a unit of TG with the slann and lore of life. However i am liking the idea of a skink heavy list to cause panic and poison and such. Would bringing a stegadon or two be worth it?
I would also make the following targets priority: 1. Casket of Souls: This should be primary. 2. HPA: Kill this or make it chase your skinks around the board. 3. Herotitan: The hero titan will add d3 (or d6, not sure) to each casting attempt within 12 inches. Between this and the casket, the TK player can have very strong magic phases. 4. Warmachines.
Ohhh, okay then. Well, its a safe bet the bret will have some horses lol. But if you go skink heavy, bring a dark cube caddy, that chance to end a tomb king magic phase is always extremely useful. If you do take dark cube, don't take Life, too many remains in play spells.
I should check the FAQ more ^^ Still, I think lore of Life isn't a bad lore to choose. HE with boosted Toughness, regeneration or even a simple shield of thorns is pretty good. Also, for every HE that you regrow, will surely take out more than 1 skaven. As for conjunction with the Brets: Dwellers on an infantry unit will pretty much halve it, making it interesting for the lances to go in. Regrowth isn't that wesome anymore. As for the lore of shadow; I don't immediately that it is the 'better' lore here. My reasoning above defending the lore of Life as an argument. That being said, Shadow is a very good choice here. I don't have enough experience with the lore of shadow to really form a good opinion here. I imagine that the HE infantry will chop the enemy to pieces anyway, so you might as well keep them alive. Anyway, I think it comes down to preferences/playstyle/the team. Go with what you like Good luck! The Hunted
Hopefully either you aren't sharing power dice with your allies or they are running light on magic expecting you to bring a Slann. If your allies play with their own wizards, you risk knocking out their Remains in Play Spells. Compounding the risk of overstretching your shared power dice, if you take a Skink priest AND a Slann your priest will probably never get to cast his spell. Unfortunately Life magic can't effectively be used to give High Elves Regeneration because the spell that gives Regeneration only affects the wizard's unit. So unless you want to join the Slann to an elf unit, the pointy ears will have to make due with the other buffs. This would be hard to do without collaberating. It would be hilarious to have your Slann get in over his head fighting a light mobile unit only to use the Shadow Lore attribute to swtich places with a tooled out High Elf Prince.
True enough. Free power dice discipline then would be a necessity, maybe a channeling rod, to try and squeeze ever die out of magic phases. If sharing dice, death has low cast values a slann can easily get off with only using one die from the pool, with his free die. And you generate more power dice with the lore attribute. That's a pretty team player route to take.
By the Old ones...it has been waaay too long 2 mistakes in 1 topic, I should be ashamed! Shadow might be the way to go then, above life. Good eye Scalenex, I will now shut up and cry in a corner The Hunted