So I've been throwing around ideas for a 1k army, but, as I'm a completely new player to the warhammer games, I'm not really sure what all I should put in it. This will be my first army as well. I want a block or 2 of sauras warriors and maybe a block of skinks I'd like to put in a few terradons if possible ( if this is a bad idea let me know) I have no idea which hero to get (suggestions would be greatly appreciated) I have a razordon I'd like to get in there until I get a sally (I know they aren't awesome) If you guys could give me a some help, I'd really appreciate it. I know a 1k army is small, but it's what I'd like to start out with. If you guys could give me a layout of how many models to put in each unit, or something like that, and what spells I should give a hero, I'd love ya
I'll leave a more detailed post later, but for now, i'd say take a scar-vet, saurus blocks should be 15 or 18, preferable with spears. Terradons, while cool, don't really have a place in a game so small (unless you think you'll be vsing warmachines) I'll post a better one later. But just remember, itsa coming!
A lizardmen army must bring skinks, what else will kill the high toughness opponents In my 2k list I will be bringing 3 skirmish skink units and 1 cohort- the 20 shots that poison are just so good- even when you need 6's to hit anyways
I'd actually disagree with this. Terradons are pretty cheap. Full unit of 3 for 90 pts. You get drop rocks (which is more impactful in a small game) and a good chance at being the only fliers on the table. This gives you some great leverage for march blocking. And if the enemy does bring a warmachine (several of them are cheap enough to squeeze into a 1k army) you'll be set. And last but not least, with a low point game, your squishy terradons have less to fear than in a higher point game where the enemy can have enough ranged/magic to swat them almost instantly.
I was going to post something along the same lines as snow here. Instead I'll agree 100% with his post and share a couple personal experiences. I play a lot of lower point games and have fileded Terradons in warband games as well (300-500 points). Most of my experience comes from 6th edition in which not many armies had the tools to deal with a unit that had 6-9 str4 attacks showing up on a flank or rear in the 2nd turn without turning their backs to my true hammer units. I had a few games where my Terradons where the last thing I had on the board, and my opponent would offer to call the game. I'd politely refuse, and procede to wipe the rest of the board clean with their charges and Hit & Run attacks, much to my opponents dismay (think of a massacre against me turned into a draw). In 7th edition I've had the Terradons do some great things, just not as much in close combat. The rock dropping has been the biggest thing. I've killed chariots, sliced small units in half causing panic tests and thrown javelins at others causing even more problems. They're hard to chase into forests and have some great manueverability and usage at low points values. I think that lower points values are a place where this unit has a good chance to shine, instead of being shot up, which typically seems to happen in larger games.
So, terradons are good? I thought they might be, but though seeing as they're ALOT weaker in CC now, and drop rocks can only be so reliable. But i was thinking of using them... but for the above reasons i didn't, though being a pain in the ass to hit is useful. Here is a vauge idea of a list for 1000 points Heros Scar-vet(AG,) Light armour, sheild, Burning blade of chotec (for chaos warriors and the such)-123pts. Skink priest, diadem of power- 95pts (for flat out dispelling, NOT casting.) Core 15 Saurus, spears, musition, standard bearer.- 196 pts. 15 Saurus, spears, musition, standard bearer.- 196 pts. 3 units of 10 skink skirmishers. 210 pts. Speial 3 terradons.-90pts 3 terradons.-90pts That should be 1000 exact. Best i could come up with in 5 min at 12:19, C+C will no doubt hammer this, but meh, its for the good of the thread.
Krox's list is a pretty good one, but one thing I'd add is at least one unit of skink skirmishers with blowpipes. The skirmishers with blowpipes have the best range in the lizardmen army and the 2x shooting is always good, especially if you can get Portents of Far off in the magic phase.
Thanks, and to make you think even more high of it, they are all blowpipe skinks. ^_^ Skirmishers automaticlly have blowpipes.
Hehe... i always do. And im sorry to say, but that's not such an accurae telling of cannons to giant lizards.... this is:
How's this for a list: Scar Veteran (goes in Cold One Unit) Light Armor Shield of the Mirrored Pool Cold One Mount Skink Priest Level 2 Plaque of Tepok Diadem of Power Saurus Warriors 15 strong spears Musician and Standard Skink Skirmishers 11 models Skink Skirmishers 10 models Terradon Riders 4 models Cold One Cavalry 5 models Salamander Hunting Pack 1 extra Skink Comes out to 1k on the nose
Looks good to me, just 1 nit pick. Doesn't having the diadem kind of contradict the plaque of Tepok? I mean, one converts PD and one give you a spell to use more... it just seems that you could put the points elsewhere.
I agree completely. This army is obviously combat heavy and magic light (not a whole bunch of options in 1k). So turn that confused Skink Priest into your magic defense and keep your focus on skewering things with spears. Swap the Plaque of Topek for a dispel scroll and you are good to go.