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8th Ed. New lizard player army advice

Skink

matthius

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Hi Guys,

I am new to the lizardmen race and have not played Warhammer at all for about 7 years.

I love the lizards and want to build a decent 2.4k army based around using the lore of life for my slann.

The advice I need is -

Are Saurus cavalry worth the cost?
What chars should I field along side my slann, old blood, scar vet, skink priest?

How many should go in a block of saurus? 24-30? same with temple guard??

Is it better to have all skinks as skirmishers?

Any help would be much appreciated
 
Welcome back to warhammer! First, I would ditch the old blood, the slann is already too expensive by himself. Also, I'd drop the scar vet(unless hes on a cold one, of he's not try to pick one up). So basically I'd recommend a slann and 1 or 2 priests. Also yes Saurus are very worth it, one of the best (if not THE best anvils in the game for the points, and when supported by life or light magic they're nigh unbreakable, often fighting to the last man(or lizard in this case). As for skinks, ah yes the humble yet mighty skink, use them as fodder to march block, harass the enemy, or kill something like a terrorgheist with massed fire( they're very good at hunting big monsters and warmachines). As for how many, I'd say 2-4 groups of ten(I like 3) and 2 blocks of Saurus and a TG unit, or you could probably sub a steg or some CoC for a Saurus block( these are good, but they will only work if u use them wisely, praying on the week from the flank)

For the old ones
 
so should I make my groupd of Saurus and TG 30 strong each?? Or is that too much?

At the moment my plan is as follows (not set in stone)

1 x Slann
2 x skink priests

30 x saurus
30 x temple guard

3 x 10 skink skirmishers (cross between javelins and blowpipes)

5 x chameleon skinks

3 x salamander hunting packs.

Is this a good solid unit setup?

Also what kind of magic bits and bobs are really good for an army like this, I have read the books but cannot really figure it out to be honest.

Any help would be great.
 
That Is a very solid list, you should go 26 TG though, as that will make an even block, and free up some points (your slann should probably be in the 400 points range mabye like 420 or so) also, my favorite item/ disciplines: plain bsb, becalming, mystery, focus and dispel sctoll, IMO cupped hands is rather redundant w/ life, and you can't go wrong with giving a cube of darkness to a priest, and if u can, stay away from javeliins
 
Kharn The Betrayer said:
Welcome back to warhammer! First, I would ditch the old blood, the slann is already too expensive by himself.

?
Sorry to rain on your parade but a slann is the most cost efficient caster in the game, although i too wouldnt bother with olbloods only because a couple of scarvets on cold ones are also incredibly cost efficient.

To the OP many people play the life denial list of yesteryear, but a much more fun game can be had by taking the lore of light and running some saurus blocks. TG are not really needed unless playing life, if so you can easily get away with 20-25 in a unit.

The funny thing about lizardmen is that although saurus are brilliant, an army made from mainly skinks is really hard to play against and can be really rewarding to play.
 
I'm not complaining about slann being over costed, I meant that he's too many points by himself to add an old blood on top of him, sorry it came out wrong :p and I actually love light, and play with it almost exclusively. As someone who plays against pit, purple sun, and the cracked skull I think?(skaven one) Its invaluable for staying alive. And I agree that a mainly slink list can be very annoying and hard to play against. But I've found a mix of both works best
 
Kharn The Betrayer said:
That Is a very solid list, you should go 26 TG though, as that will make an even block, and free up some points (your slann should probably be in the 400 points range mabye like 420 or so) also, my favorite item/ disciplines: plain bsb, becalming, mystery, focus and dispel sctoll, IMO cupped hands is rather redundant w/ life, and you can't go wrong with giving a cube of darkness to a priest, and if u can, stay away from javeliins
I personally find that i never need more than 21 TG as i like to run 7 wide (to maximise attacks on those that run 5 wide) in fact all round im a big advocate of multiples of 7 to get those extra attacks. i'm a fan of scar vets and old blood although they need to be placed appropriately remember a scar vet or old blood with great weapon is s7 which has saved my bacon many a times when ive been charged by the latest big gribbly.
I personally love javelins and all my cohorts and skirmishers have them, as i save BP's for my chameleons who can make the most of them with their high BS.
The bottom line is look around there are plenty of lists and frankly playing a life slann got boring for me quite quickly hence i like to take different lores or even an old blood with a pair of skinks for magic support
 
I appreciate the hlep guys, I do understand that everyone has their own preference and play style, maybe mine will change over time but from the research I have done I really like the idea of life lore and massed a big ass unit of TG smashing things to bits.

As I say I am new to the game and am sure I will evolve throuhg a number of heavy defeats and possibly the odd win here or there :)

1 other question though, is it worth sticking the banner on the TG unit that causes fear (totem of prophecy I think it is).

Also, I have read so many reviews the cupped hands is a must. do you guys agree?
 
Many people do take cupped hands with life, but I think you can get away without it seeing how throne of vines already can get rid of your miscasts on a 2+ and unless the FAQ has changed you take your throne roll before your cupped hands roll. As for the fear, I don't think it's needed. Your probably throwing them into the thickest fighting if you have a light slann meaning they'll fight many elites that have high ld values or are immune to psych. And hey, who doesn't love smashing their enemy's to bits while they can't hurt you back because of magic? :) good luck with your collection!Plus you won't roll too many dice on any one roll seeing how everything casts for dirt cheap lol
 
Further more you roll your miscast and then decide whether to use cupped hands so throne is niether here nor there.
Be aware that most players will stop ToV as a priority, taking cupped hands on a life slann can be useful as it allows you to six dice dwellers in turns 1/2 and it not be a risk.
 
I'd take it but I never seem to have the points :) so you can pick hands or throne now? Also if anyone cares to know, my favorite way to do a9+ dice magic phase is throw 5(6 with tricksy slann tricks) at dwellers, it should go off, and when it does unless they're dumb they'll throw all their dice (or like 5 out of 6) at it, then you can get of all the other spells with ease on 1(2) dice per spell (trust me this almost always works, they won't sacrifice 25+ models to stop throne, hope letting out one of my favorite tricks helps
 
Kharn The Betrayer said:
I'd take it but I never seem to have the points :) so you can pick hands or throne now?

No, you can never choose to not use the ignore miscast ability from throne.
 
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