Hello Everyone here on Lustria-Online, I've been reading the forum since I decided on Lizardmen awhile back, very informative website. Thank you all. But anyway, onto the Topic at hand. I have my very first army, currently 1k points. The thing is though that I want to move up to 1.5k, but am iffy on what to add. I generally play Skaven, Dwarfs, Goblins, and Dark Elves. It would be nice to gear my army to defeat those opponents listed, but I'd rather have something able to fight everything well. Keep in mind that I'm only a little over 2 months into Warhammer, so I'm most likely doing something wrong here, but here's my Army List. Heroes/Lords --------------- Skink Priest, Lv 2 (Cupped Hands of the Old Ones. Ironcurse Icon) 150 pts --------------- Core -------------- 15 Sauras Warriors, Full Command 12 Skink Skirmishers, Brave. Blowpipes 12 Skimk Skirmishers, Brave. Blowpipes 375 pts -------------- Special ------------- 5 Cold One Cavalry, Full Command. (Banner of Swiftness) Stegadon. Giant Bow 475 pts ------------ = 1000 As I said, I'm going to move up to 1.5k. Any advice on what to add? Or what to take out. Or just to change in general.
I feel like a broken record saying this, but... SALAMANDERS!! (yay) They're always useful. Also, get yourself some more Saurus to bump those units up to 20+. At 1500, a Slann is a great addition. You can really mess up your opponent at 1500 with all the magic you'll have access to. Possibly some Temple Guard, but that might be pushing the points over your limit.
Should always have at least one spell caster, even if level 1, otherwise you're missing out on a phase for no reason. That said, I personally wouldn't go with the Cupped Hands with a skink. He's not super valuable other then as a spellcaster, because with only Ld 6 he's not actually helping anyone out. So if in the unfortunate event of a miscast, it won't sink your army. For my part, I like the Diadem of Power. It can really help shut down an enemy magic phase in lower level games. Cube of Darkness is good especially against magic heavy armies, like Undead. Pair that with the Ruby Ring of Ruin for a cheaper to cast Magic Missile which is easier to use then the one in the Lore of Heavens - and that won't ruin your casters concentration because its a bound spell. Just enough to deal with Ethereals, the occasional thing with Regen, and at the least drawing out some dispel dice. The Plaque of Tepoc is a handy thing as well and a favourite here. In lower level games three spells is a handy thing for a more aggressive stance in the magic phase.
Salamanders huh? Mind telling me why they're good/tips on how to use them? What's the differences between them and other Flamethrowers?
------------- I took Cupped Hands because I'd been putting my Priest in a unit of Skinks. Had him blow them up a few times. That was pretty unfortunate. Is the priest supposed to be in the group at all? I'll check out those items you mentioned.
Yep, Turtleneck pretty much nailed it. I've panicked a horde of Black Orcs after just two died. It was a mess for the O&G player, lol. But then again, O&G can cause a mess all by themselves. Don't forget that they also cause fear, are able to move 12" on a whim, and end up facing any direction they want while still being able to spout flames. Even one acting all by his lonesome will give the bad guys a hard time. I think they out-perform any other flame thrower type weapons in the game, even dragons to an extent. They are especially useful for taking out hordes due the template and heavily armored cavalry with the -3 armor save modifier. Placing them on your flank will give you great protection from the enemy fast movers. Just make sure you have more than 3 Skinks available in case your sally gets a little hungry. As for priests, I generally run mine solo behind a block of Saurus. That's just a personal choice though since I don't like my casters being too close to the enemy. I run them as support more than anything.
Losing the priest is an entire games worth of power dice wasted. One shouldn't rely on magic, but ignoring it seems foolish to me.
Agreed. If you want a combat character, take a Scar-Veteran. Since your cap for heroes is at 250, you can kit one of those guys up to 160ish points and still have enough to include a priest. While he wont be an Oldblood, he'll still be extremely competitive. I read this build in another thread recently. Not sure which one, but I love it. Scar-Vet Cold One Great Weapon Dragonhelm Amulet of Itzl Venom of the Firefly Frog Take him and a Priest with Plaque of Tepok. Comes to 241. Well within your points limit
So I tried out the build you mentioned above last night at my local store. It worked great! I liked the way it played do much that I've started converting a model for the Scar-vet. The model ended up winning an entire left flank for me against Skaven (killing 30+ giant rats and a unit of Rat Ogres) then turned with the rest of my left flank to move onward to tear through the skaven's right side. Very nicely done.
I almost never take a mounted cold one in games anymore. I have a game this Friday against TK. I am going to try that build to see how it works. Dunno if I can work in some cavalry to go with him though.
Im actually intrigued by the lvl-2 with Cupped Hands... Consider this. You have 2 spells and roll a 6,3 for power dice, assuming both sides fail channels thats 9 power dice and 6 dispel dice. With only two spells you can drop a couple dice into both to chance the spell going off and have a good chance of miscast. or you can 3 dice one spell and 6 dice the other. Without the Cupped hands you have a huge risk doing this. WIth the cupped hands you skink can be extremely agressive and passing a miscast at this point lvl is almost devistating. From what Ive seen at the lower points is you either miscast to get the spell off... or its getting dispelled because you opponent only has 2 spells to worry about.