So I've just started out collecting Lizardmen nad will be buying models as soon as I know what to get first, which is a proper 2000p. list. I want to build this list around the Kroq-Gar character, but I ended up in the first round, with 2016 points just in pure unit costs... that was, Kroq-Gar, one Skink Priest on an Ancient Stegadon, Scar-Veteran on Cold One. Core: 2x 12 Saurus 1x 5 Cold one Cavalry Special: 2x 5 CoC 1x 5 Chamo 1x 6 Chamo Rare: The ancient stegadon with the Skink Priest. I was thinking of the Chamo Hero to join one of the units, but went with Scar-Veteran joining a unit of CoC's instead. This is too much, where should I reduce? I can't just leave out the Skink Priest, leaving me with NO magic... I need the Sauruses to get 3+ core units, don't want to go with Skinks... Skrimishers? I though not since I have Chamos... EDIT: My plan for tactics here is to go with an optional use of cavalry by making them the bulk of the army, going in head first on the middle, and having the Chamo's run up on the sides and shoot at the flanks of the enemies and protect my CoC's from enemy flankers. The Sauruses would either come in from behind as backup, or go around the cavalry as flankers and messer-uppers, while teh Skink Priest does his business from behind it all.
it's a little unclear what's actually in your army here.. Core: 2x 12 Saurus 1x 5 Cold one Cavalry Special: 2x 5 CoC 1x 5 Chamo 1x 6 Chamo Rare: The ancient stegadon with the Skink Priest. is that correct, and using up all your points? (i'm too lazy to get a calculator ) or do you have kroq-gar as well? regardless, the main thing which strikes me is you have an incredibly small army, mostly due to all those CoC. sure they can be good on the charge, but at 2k you probably need to drop at least one of the units. i cant really see a need for 2 units of chameleon skinks, i think you'd be better off with some skink skirmishers to protect the cavalry. the ancient looks like a good idea to try and give the army some nice protection versus shooting, i would strongly recommend giving the priest some defensive magic items, such as scroll(s) or the diadem of power.
i would try to drop the charcter he is very expesive for 2000 you can make an oldblood good enough oldblood carnosaur LA shield scimitar of the sun resplendent carnosaur pendent that saves you about 100/200 points and its just as good plus you have 2+save try and get some more magic in there and you have 8 attacks
One of the best builds I use for old blood on carn. is SotSR, Maiming Shield. You don't need Carn. pendant because it's going to go Frenzy anyways and the OB will gain Frenzy from the Carn. Your going to want to have that extra degree of control for the initial stages of the game at any rate to better get your uber killing machine into position.
he does not gain frenzy not the extra attack thats just like saying your charcter is stupid becuse his mount is or you charcter is frenzy so the unit gets it
Actually he does. Check the BRB under monsterous mounts. Any psyc effect which happens to the mount also effects the rider and vice versa. This is why CoC must take a stupidity check even though Saurus do not suffer from stupidity. In the case of characters joinning units and the unit being effected by the character's psychology there are certain instances where the unit is and is not effected.
it affects both the rider and the mount. see pg 52 small rule book. So cavalry have the additional +1 attack as do the riders due to frenzy. So basically frenzy gives +2 attacks overall to mounted models. Here is a combination to think about: Skink Chief on a stegadon with the carnasour pendant, Sword of battle or extra hand weapon. PG 79 of the rule book states if either rider or mount become frenzied then all of the parts of the model rider, mount and crew become frenzied. so the 4 skinks get 2 attacks (8 attacks) the chief +1 frenzy +1 sword of battle or additional hand weapon (5) and the stegadon +1 (4) for a total of 17 attacks. As far as your comment on stupidity, it does affect the rider or the entire unit (ie a wizard in a unit suffering from stupidity). If you or the unit fail a stupidity test (due to your mount or unit being stupid you (the rider or wizard) can not voluntarily declare charges, shoot and cannot cast spells. Nor can a character leave a unit that is stupid. If a character that is subject to stupidity becomes stupid ... the unit he is with becomes stupid also. I belive the rule is on pg 78 for stupidity.
Something to bear in mind though is that should a unit have to take a leadership test for whatever reason it does not nessisarily have to use the leadership of a character within the unit. What I was refering to about psycology with characters and units was more along the lines of stubborn and break checks and the like. Unfortunately I don't have a BRB with me at the moment otherwise I'd give a page number and paragraph location to point it out as the explanation is a bit lengthy and I'm affaid I'm mess up the wording.
It does have to use the best leadership pg 48. Units use the best leadership available for their tests. so if a unit of troops is joined by a character or any model with a superior LD it uses the highest LD available. You are not able to choose the lower LD of the unit in a situation where you would like to have the unit break for example. Only option I know of is stubborn ld and general ld within 12". if the units stubborn ld is higher then the modified Generals Ld you may use the units Ld even though it is lower then the base General's LD.
Thanks for the pg number given, I just didn't wanna mess up the wording in the book. I appreciate the help there!
It is important to mention that if a wizard is with a unit that goes stupid, they can still cast spells. If it is the wizard that goes stupid, they can not cast spells.