8th Ed. New to Lizardmen/warhammer 2500p competitive list.

Discussion in 'Lizardmen Army Lists' started by Blackphinexx, Sep 7, 2014.

  1. Blackphinexx
    Jungle Swarm

    Blackphinexx New Member

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    Lords
    (Lord Tlaloc)
    Slann Mage-Priest
    Wandering Deliberations
    Reservoir of Eldritch Energy
    Harmonic Convergence
    Becalming Cogitation

    Heroes
    Tetto'ekko

    Core
    50 Skink Cohort
    Fc

    10 Skink Skirmishers x5

    Special 638p
    30 Temple Guard
    Standard

    8 Chameleon Skinks

    8 Chameleon Skinks

    Rare
    Ancient Stegadon
    Sharpened Horns

    Ancient Stegadon
    Sharpened horns

    1 Salamander Hunting pack
    Handler

    Hello Everyone I am a new player who is looking to build their first army, any advice/ criticism of the above list would be
    greatly appreciated. Also if anyone has any tricks/ advice for dealing with warmachines I would appreciate this as well.
     
  2. JamJar
    Temple Guard

    JamJar Well-Known Member

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    Tricks for warmachines you seem to have covered:
    Tetto'eko for Vanguard and get Stegs into combat ASAP
    Scouts
    small Skirmisher units
    WD Slann is a good choice for this too (most signature spells)

    One very small issue is the number of spells you would have. I find it so difficult even with a WD Slann to cast every spell, but then again you can choose the necessary spell while being competitive. This also popped into my head because I was going to mention an engine on an Ancient Steg not only to protect the Steg, but also the units around it. Also reducing the casting value of a lore is good, but an engine adds a bound spell that won't get used. Hmm...

    Unfortunately the single Salamander would be an easy target for any war machine to kill and make the surrounding Skinks panic. I know, I love Sallies too but I think competitive wise, we might have to drop him for this list :(

    I don't think Skink Cohorts are too competitive, they die too easily. If Tetto'eko is mainly for vanguard and Comet, he could sit by himself hopefully out of range of all war machines and move up ready to augment and hex units (unless you need him for Iceshard Blizzard). You could put him in a very small Cohort unit just to avoid shooting attacks. With this in mind, a Saurus unit could assist the TG in combat when all the war machines are taken out. An Engine can grant the Saurus the 6++ save too while they use spears while having no parry :D


    The main things I would change would be:
    - Take Cohorts down from 50 to around 15-20 without command group
    - Take Sallies and maybe a unit of 10 Skirmishers (sorry)
    - Add 25-30 Saurus with full command
    - could add some competitive items to Slann, maybe a Dispel Scroll or Channelling Staff, maybe give him BSB too

    Remember:
    - The main units war machines would target would be your Stegs, or TG/Saurus depending if cannon, catapult etc
    - Don't go too overboard with mar machine-killing units. I have and once I killed the machines and found I had no might in my army.

    Hope I could help
     
  3. Blackphinexx
    Jungle Swarm

    Blackphinexx New Member

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    I forgot to mention that the Slann has a channelling staff, bsb, and standard of discipline. I think i'll take your advice and trade the salamander for an engine of the gods. Thanks for taking the time to help by the way.
     

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