7th Ed. Noob in Distress!! (need help with 1250 list)

Discussion in 'Lizardmen Army Lists' started by The_Curly_One, Jun 25, 2009.

  1. The_Curly_One
    Skink

    The_Curly_One New Member

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    Hey all.

    I'm starting my army at 1250 pts and building from there. I want to create a magic heavy army predominantly because it is something other than shooting at someone then bash their head in when you get to melee. That got old playing 40k Orks. :p

    My problem is that 1250 pts seems to be in the gray area whether or not it's advisable to take an EotG. I'm stuck between taking one or not so I've made these two list.

    List One

    Heros:
    Scar-Vet - 124
    -LA
    -Shield
    -GW
    - Charm of the Jaguar

    Skink Priest - 435
    -lvl 2
    -EotG
    -Plaque of Tepok
    -Gylph Necklace

    Core:
    18 Sarus - 216
    -spears

    3 x 10 Skink Skirmishers - 70/ea
    -blowpipes

    16 Skink Cohorts - 135
    -1 Krox

    Special:
    4 Terridons - 120



    List 2

    Hero:
    Scar-vet - 124
    -LA
    -Shield
    -GW
    -Charm of the Jaguar

    Skink Priest - 135
    -lvl 2
    -Plaque on Topek
    -Power stone

    Skink Priest - 150
    -lvl 2
    -two dispel scrolls

    Core:
    18 Sarus - 216
    -spears

    2 x 11 Skink Cohorts - 116/ea
    -1 Krox
    -banner

    2 x 10 Skink Skirmishers - 70/ea
    -blowpipes

    Special:
    3 Terridons - 90

    Rare:
    2 Salamanders - 160
    -2 extra handlers


    Please give me any advise about which list is tactically better and any changes you would make. Thanks in advance guys!
     
  2. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

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    Why the shield with a great weapon?
    U cant use both at once.....

    Good, fast lists, although skink cohorts arent that good imo
     
  3. The_Curly_One
    Skink

    The_Curly_One New Member

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    I wasn't too sure about the shield, but it does provides that extra +1 to the armour against any shooting. It could help if he manages to find himself in the open.

    About the Cohorts, I wanted something on the flanks, and to divert charges. They simply provide support to my flanks and ,hopefully ,wont let the saurus block get flanked charge.
     
  4. Barotok
    Terradon

    Barotok New Member

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    Cohorts + Krox is a great distraction unit considering its mobility. It does require some careful positioning to play effectively. It's a given that it would be more effective against certian list.

    As far as the list is concerned it looks like it's pretty high in distraction/avoidance units. I'm wondering if you'll have anything in you list to deal with fast moving, hard hitting troops. I'd favor having something more than just 1 Krox. Perhaps Cold One riders, salamanders, or a stegadon would help beef out the flanks.

    Of course, if you're just starting out, worry about learning to use the troops your have. Then add the others when you have the time and money. Best of luck.
     
  5. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

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    I see why I find them useless now, I play mostly horde armies, there is no outmanoeering!!!!

    (damn skavn!)
     
  6. The_Curly_One
    Skink

    The_Curly_One New Member

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    @ Barotok - I was hoping the EotG in the first list could help with the heavy hitters, along with the Terridons. The second list has a unit of two salamanders with extra handlers, but I see what you mean. I could drop one of the skirmisher units in the second list to help beef up the flank without the salies.
     
  7. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

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    Hmmmmm, My EoTG works pretty well for me....

    While people are at it, you can check out my list :meh:
     
  8. WheelR
    Chameleon Skink

    WheelR New Member

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    I have played a 1250 match 2 weeks ago (Worst game i ever played) and i can tell.. it is not a nice amount of points to build an army around.

    I had the same dilemma.. Bring an EotG or not..I didn't bring one.. i decided to take 4 kroxigors instead for the first time.. probably bad choice i made. It was a 3-way 'capture the hill' battle like we play every week because we don't have a 4th player yet.

    In the first list i don't see why you would take the Glyph/Plague.. They don't give that much of a bonus. Also a Banner/Musician in a big Saurus unit is pretty nice to have. You don't have to take the champion.. a banner and musician is enough.

    In the second list if you want a Scroll caddy there is no need to take the Upgrade for the priest..I never really like the idea of Rank and File skinks.. i liked the Skirmish Screen from the previous book more... Skinks will take your kroxigors potential down a lot IMHO.. now i must say my experience is bad with them.. others seem to love them.. But you should always try something out yourself. Maybe lose the banner.. If you get taken down.. they get points for the banner.

    The first list has an Engine.. the other has swiftness but i don't really see the use of 2 Priests. So i think i like the First list a bit more than the other.. In the end it depends on your own style.. also a Steg in low amount of point battles seem to be evil.
     
  9. The_Curly_One
    Skink

    The_Curly_One New Member

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    The main reason I took the Gylphs is that I didn't want the priest to be killed the first round on combat. It provides some more protection for the little T2 guy.

    I really am having troubles deciding because of the disadvantages of the list. The second list is fast and harder to flank, but can get killed by a hard hitting unit. The first list has some more of the hitting power, but I see fast and medium cav running over the sides of my army.
     
  10. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

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    ummmm how does he die instantly with a 2+ save?
     
  11. The_Curly_One
    Skink

    The_Curly_One New Member

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    Those pesky heroes that challenge him. That and not having a 5+ ward save. :D
     
  12. Barotok
    Terradon

    Barotok New Member

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    With the 7th edition terridon rules significantly nerfing their damage output and survivability, I wouldn't count on my terradons to do more than march block, throw javelens, hunt war machines and perhaps assist in charging a weak infantry (the kind where you won't give up extra combat resolution for your terradons just showing up, IE Take a fank w/ them for +1 combat res and have the enemy deal 2+ wounds, because of their vulerability). EotG is a good choice for a hard hitting unit, but its going to be a bullet magnet too, so you have to have a solid place for it to go that gets it into combat quickly.

    While a 2+ AS is not the hands down best you can get for a hero level character, its nothing to sneeze at either. Even taking a STR6 blow still gives you a 5+. Plus with all those attacks up front, you should lay waste to most heros (with a little luck and a charge).

    Hope my comments aren't too far off base.
     
  13. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

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    Terridons arent nerfed, just more fragile....they have that forest rule now, and drop rocks is good when flying for war machines......(and taking out things like ratling guns!!!!)
     
  14. The_Curly_One
    Skink

    The_Curly_One New Member

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    These comments help a lot. I noticed that the Terridons aren't any good in combat so I've planed them for war machine hunting and dropping rocks on a fast cav unit on the way. At best this means only one turn is spent either hiding the EotG or getting shot at. I'll have to see how it plays in practice.

    I have altered the first list to make it a little more stable versus flank units.

    Hero:

    Scar-vet - 124
    -LA
    -shield
    -GW
    -Charm of the Jaguar

    Skink Priest - 390
    -lvl 2
    -EotG


    Core:

    18 Saurus - 234
    -spears
    -banner
    -music

    2x 10 Skink Skirmishers - 70/ea
    -blow pipes

    16 Skink Cohorts
    - 190
    -2 Krox


    Special:

    3 Terridons - 90


    Rare:
    1 Salamander - 80
    -extra handler


    The plan is that the cohorts and sally guard the flank of the EotG and Saurus. The Terradons go after the fast cav. and war machines. The skirmishers screen and shoot. Does this seem a little more valid?
     
  15. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

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    Looks pretty good.......I wish I got this many comments on my army list.......hint
     
  16. Barotok
    Terradon

    Barotok New Member

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    The_Curly_One, your list sounds a lot more balanced and definitely gives you some diverse tools to deal with unique enemy troops. I don't see a weakness in the magic or shooting phase and it seems like your list is quite balanced. I'm amazed that the rulebook doesn't force you to take another hero choice for EotG.

    As far as terradons, going from 3 S4 attacks to 1 S4 + 1S3 attack is a pretty big nerf in wound output. No change to their armor save doesn't help with the hit they've taken in the offesnsive department. Being able to drop D3 rocks on an enemy is nice but thats D3 ST4 hits per game/terradon still doesn't make up for the loss of attacks in combat. The ability to move/flee through woods is overshadowed by the fact that their specialized "Hit and Run" manouver is no longer usable. Being in a forest grants them safety, but unless they can be see, they can't charge out onto unsuspecting units. The other side side of the coin, they did get cheaper (points wise) and can easily get the US to take a flank/rear if necessary. I'm going with 'nerf' despite the fact that they are still usable for typical roles flyers find themselves in. In my games, I'd occasionally use them to come up big against large units of infantry, giving me the CR to force a break by the enemy, where my Sarus where being overwhelmed from the front by SCR. I guess it leads to the individual player to decide, but my opponents have been decidedly less interested in where my leathery winged terrors are going on the board vs. before 7th edition.
     
  17. Caneghem
    Carnasaur

    Caneghem New Member

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    Terradons are great, just different.

    Combat prowess - Yes, they definitely aren't as good IN combat, but they still pack sufficient punch to take down warmachine crews. This is about all you can expect of them in combat, and they really excel outside of combat now.

    D3 str 4 HITS - Skirmishers in some woods? Gone. Annoying unit of pistoliers? Gone. This is a great little perk that they can use on their way across the field to where they are needed. 4 terradons with average rolls should be sufficient to cripple or destroy a support unit.. helping you gain superiority in the support game. Winning the support game will give you free reign to disrupt the enemy's plans, which is the beginning of the end for him. Automatic hits that can be applied pretty much anywhere they are needed are a wonderful thing.

    US2 - Not primarily useful for charging flanks and rears, but for crossfire. Having a US6+ unit that can be placed virtually anywhere each turn makes them great for crossfiring enemy units. They can even be placed in a loose line behind multiple enemy units you hope to break, to create a huge zone of death. They fight best when not in combat! Their US also makes them perfect for last turn table quarter grabbing.

    Flying into woods - This is a truly unique and outstanding ability, some consider it overpowered even. While it is true they can only charge out at what they see, it is very possible to position them so they only see and can be seen by their target, while being unseen by other enemies. Additionally, you can land them in a forest just to put them into good position behind enemy lines, so that they can fly to wherever needed, or drop rocks on a target your opponent thought was safe. There are reasons GW made woods off limits to flyers... and we may now exploit those reasons!

    Hit and Run - They are now the ideal bait and flee unit, since they can still move and shoot after rallying.
     
  18. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

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    Don't we get a mounted armour save because they count as flying cavalry?
     
  19. Caneghem
    Carnasaur

    Caneghem New Member

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    yeah, you get a 6+. Wish they'd have given those skinks on top shields too...
     
  20. Barotok
    Terradon

    Barotok New Member

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    For some reason, they lost their 6+ scaly skin save that they had in the 5th edition and picked up the mounted save keeping it at a 6+ either way. I'd go as far to say that shields and a scaly skin save would have been nice, but then that makes me sound more and more like I use my terradons for combat vs infantry and want them to continue to be viable.

    Don't get me wrong, I use my terradons for every advantage that they have now, dropping rocks, hiding in the woods and of course the ever usefull crossfire rule. My slight dissappointment should have been more specific in the previous post. I am sad to see them loose the 3x ST4 attacks. This relegates them to staying out of combat due to them taking more wounds than they can effectively cause. Overall this eliminates another potential role that your enemy has to calculate in his strategy, knowing that charging terradons into a big infantry combat is likely handing him more CR than they will generate.

    Bottom line, they are definitely less dangerous. But the rules changes seemed necessary for a couple of reasons. Firstly, GW seems like they want to bring units more in line with the general rule book. Rather than creating a special kind of unit with its own set of rules, like the terradons. We essentially get the flying cavalry rule and loose the funky, Hit and Run attack. I think that this is a positive step for the game especially for newer players of all armies, because they don't have to spend as much time understanding how the unit works. Secondly, GW wants to make sure that Terradons are good at what they are supposed to be good at. You don't really need 3x ST4 attacks to hut warmachines, marchblock or the variety of other uses that flyers seem to have as a general rule in games. Seems like a step towards homogenization and making the game simpler to understand across the board, and streamlining play.

    So the nerf seems to come for a good reason. GW wants them to play more the way that someone would expect them to, when they see a unit of flyers on the board, rather than being surprised by the extra rules like H&R etc.
     

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