8th Ed. New to warhammer, need help with 1000pt list

Discussion in 'Lizardmen Army Lists' started by Bronzino88, Aug 20, 2013.

  1. Bronzino88
    Skink

    Bronzino88 New Member

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    So my LGS has a 1000 pt tourney coming up that im going to try to attend. The thing is ive never actually played a game of Warhammer fantasy in my life. I recently bought and read thru the rulebook and lizardmen codex and coming from a 40k background I believe I have a decent grasp on the rules.

    So, mostly I would just like some suggestions on what I should buy next in order to fill out my army to 1000pts.

    Currently I have : 16 saurus warriors w/ handwep and shield, 10 temple guard, 24 skinks and a skink preist.

    I haven't seen what the meta is in my area. mostly im just looking to make a well rounded army that can do decent if played well and wont get completely crushed. I have no delusion that im going to go in to the tourney and clean house, just looking to learn the game and have fun while doing it.

    Thanks for any suggestions / tips in advance!
     
  2. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    I would say 25 Saurus would be a good block. You have enough Skinks. Run them as Skirmishers.

    Invest in an Oldblood for your general and stick him on a Cold One.

    Run two Priests for impromptu level 4. Probably both Beasts.

    And maybe a Steg. Salamanders are good to.
     
  3. Bronzino88
    Skink

    Bronzino88 New Member

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    So I just got home from the tourney and have my first 3 games of fantasy under my belt. I ended up placing first! my first game was against bretonians and I tabled him on the 4th turn. second game was against high elves playing battle for the pass, almost tabled him but he had a bolt thrower way in the back that I couldn't get to in time and my COC failed there charge on it by 1". The final game was against empire playing blood and glory, I managed to snipe his general that was on his own with my basiladons bound spell, and break his great swords which reduced his army to the breaking point! all in all it was an enjoyable time and learning experience and has got me hooked on fantasy.

    The list I ended up taking was:

    Scar vet w/ sword striking, enchanted shield, light armor

    lvl2 priest w/ dispel scroll, lore of beast

    core:

    25x saurus w/ handwep full command


    10xskink skirm, blowpipe

    10xskink skirm, jav

    special:

    5xCOC w/ spears

    bastilidon w/ beam of chotec

    I took 1 unit of each skink skirm type to try them out and see what I liked better and I have to say im leaning toward the blowpipe. they put out more shots and you only really want 6s anyway so -1 to hit doesn't really matter and the shield on the jav doesn't make a difference in my experience, cause if they get hit there usually dead anyway. The bastiladon really shined, maybe it was just cause of the low points of the games but his magic missile was spot on. I also learned saurus warriors with wissans are something to be feared. anything that unit touched was erased. Tho I think im going to remodel them as spears, the 6+ parry never really made a difference.
     
  4. Bon ban
    Skink

    Bon ban New Member

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    For a beginner that's a very good start, the list is excellent but I would make all your skirmishers have javelins for quick to fire, accuracy and shields.
     
  5. Bon ban
    Skink

    Bon ban New Member

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    Take it from an experienced player, javelins are better than blowpipes on skirmishers.
    Let me explain why.
    Blowpipes have a range of 12" so more often or not you will be at long range and so -1 to hit.
    You're hitting on 5s.
    Multiple shots, if you don't use them then why not javelins? If you use them, -1 to hit again.
    You're hitting on 6s.
    Skirmishers are made for moving around, a turn spent static with skirmishers is a waste of the points you paid for them. So, as you will probably will have moved you have a further -1 to hit.
    You're hitting ln 7s. Therefore your poison will go and remove the shooting power of skinks.

    On the other hand, javelins can always stand and shoot, don't take penalties for moving and shooting and, in close combat, a 5+ AS and 6+ parry is roughly similar to having skinks in chaos armour (4+ As).
     

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