7th Ed. New list for Tourney 2250

Discussion in 'Lizardmen Army Lists' started by doom_diver, Nov 26, 2008.

  1. doom_diver
    Cold One

    doom_diver New Member

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    2250 tourney list

    Lord
    Saurus Oldblood
    Great Weapon, Light Armour, Charm Of Jaguar Warrior,Venom Of Firefly Forg
    Quetzl
    207 points


    Heroes
    Saurus Scar- Veteran
    Light Amour, Sword Of Might
    Quetzl, Tzunki
    129 points

    Skink Priest
    X2 Dispel Scroll
    Quetzl
    120 points

    Skink Chief
    Sword Of Might, Cloak Of Feathers
    Shield, Light Armor, Scout
    134 points

    Special Unit
    Kroxigor X4
    Great Weapons
    232

    Terradons X4
    Skink Brave
    140

    Rare Unit
    Ogre Bulls x6
    Ogre Club, Iron Fist
    Light Armor
    Bellower, Standard
    230

    Lead Belchers X2
    W Bellower
    120





    Core Units

    Saurus Warriors X 20
    W Hand Weapon Shields
    Banner, Musician
    Quetzl
    288 points

    Saurus Warriors X 20
    W Hand Weapons, Shield
    Musician, Banner
    Quetzl
    288 points

    Skinks X 19
    W Hand Weapon and Shield
    Quetzl
    119 points

    Skinks X 10
    W Blow Pipe
    Quetzl, Scouts
    75 points

    Skinks X10
    Quetzl, Scouts
    75 points

    Skinks X11
    W Javelin and Sheild
    Quetzl, Scouts
    81
    2250

    This army is my new army. I think I may eventually get rid of the Ogres or LeadBelchers and replace them when the new Salamanders and rules come out but till then Ogres.

    I've now face a crap load of Dwarves and VC and Daemons. This list is meant to take them out.

    I only have one Priest because he is just the range. Nobody will target him hopefully if he seems like he is doing nothing.

    Cheif is for Warmachines and Necromancers. Then will stall and kill the back area.

    Terradons will go with the Skink Cheif

    Criticize plz.
     
  2. Barotok
    Terradon

    Barotok New Member

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    Not sure why you have the 19 skinks with handweapons and shields, unless you have the models and needed filler. :jawdrop:

    I would take that unit and break it up into two units of skirmishers with blow pipes. They're still almost the same in close combat but now have the poisoned missle attacks, more mobility and seem to be regarded as more of a threat by enemies.

    Interesting touch with the ogres. ;)
     
  3. doom_diver
    Cold One

    doom_diver New Member

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    I have never used exactly 20 skinks. I like my skinkls when they get a charge to be able to still be a staller after. Besides +5 save ain't that bad. ( I also use Guard)

    Ogres are just plain awsome and couldn't resist Leadbelchers. Besides they are waaaaayyyyy better than Salamanders in looks and Pie plating.
     
  4. Barotok
    Terradon

    Barotok New Member

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    If you're looking for something that is a staller for enemy troops, you may consider using Jungle swarms as they are unbreakable and can tie a unit up for at least a turn or two.

    Unit of 19 skinks w/ javelin's & shield:
    114pts

    Unit of 2 Jungle Swarms:
    120pts

    Consider for 6 more points you will get 1 more WS causing enemy troops to hit you less. The JS and skinks are the same toughness so an enemy will deal just as many wounds after hitting, but will hit less (slightly). This last part should be the clincher, if an enemy charges your skink horde and does four wounds, you will consequently recieve only one strikeback attack. The same enemy charging a jungle swarm which takes four wounds will have 10 strikebacks because one JS has 5 wounds and will still be alive after taking 4 wounds from the enemy, granting you your full 5 attacks from that model. The only drawback to the switch is the points (+6pts) and that 2 jungle swarms consume a lot less frontage than 5 skinks. Of coures, this works to your advantage in some cases when being charged by a very wide ranked up unit.


    Now, all of the above information aside, if you are not using current 6th (soon to be 7th) edition rules for your skinks, this tends to change the way that they are played. According to my understanding of the rules skink units may never take spawnings and while the rules do not specifically exclude skink units from taking spawnings all other units that ARE able to have been notated in the army book to reflect this. My Warhammer experience doesn't allow me to relate to anything before 6th edition as I began playing right as 6th was released and if your opponent chooses to allow you use older rules a ranked unit of skinks IS possible. Otherwise, I see a unit of 19 skinks that act as skirmishers.

    Hope this helps, and I mean no disrespect. ;)
     
  5. doom_diver
    Cold One

    doom_diver New Member

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    Np.

    I do think Jungle Swarms are crappy though. Tried using them but never were able to do much.

    I use the squad of 20 to make a very wide arc formation like so

    ______________________________________
    It acts like a giant sheild which does very well I find.

    Then when the enemy charges they are caught by the blockade.

    True Jungle Swarms grant me a Smaller Frontage but skinks grant me
    Better Initiative
    Strength
    5+ save
    and movement.
    Only thing that is worse is the WS.
     
  6. Aparach
    Troglodon

    Aparach New Member

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    5+ save?
     
  7. didleoman
    Chameleon Skink

    didleoman New Member

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    shield and parry bonus
     
  8. Barotok
    Terradon

    Barotok New Member

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    This is based on the assumption that your opponent will allow you to give your skink unit Quetzl, as shown in the original list.
     
  9. doom_diver
    Cold One

    doom_diver New Member

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    I asked the store manager and he had no problem withh the Sacred Host list.

    But yes I guess it is :)
     
  10. Barotok
    Terradon

    Barotok New Member

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    Ah yes, sacred hosts would most likely allow that. I don't know for sure considering I don't have that in front of me right now, but it makes sense. ;)
     
  11. didleoman
    Chameleon Skink

    didleoman New Member

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    i use a list with quetzl having screens with jav&shield... +4 armor save in CC is quite nice for such a low cost unit
     
  12. doom_diver
    Cold One

    doom_diver New Member

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    w8 4+? Isn't it 5?
     
  13. didleoman
    Chameleon Skink

    didleoman New Member

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    shield 6+ -> quetzl 5+ -> parry 4+ (yes i know it's only for CC)
     
  14. Godless-Mimicry
    Skink

    Godless-Mimicry New Member

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    Well consider the Salamanders are getting a downgrade why not take them now? Also, there is no new Salamander minis coming out.
     
  15. doom_diver
    Cold One

    doom_diver New Member

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    Srry Razordon. But depends on their rules.

    Ogres though are fantastic. They cover the Lizardmen weaknesses.
     
  16. Dalkarius
    Ripperdactil

    Dalkarius New Member

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    I'm surprised you're not taking a Slann or at least spamming magical protection. VC's and Daemons are an extremely magical bunch not to mention their magic is quite capable of tearing through Lizardmen if used properly.
     

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