I've played Beastmen for a long time. I've played Warriors of Chaos this year as well as Empire. Time to break out some Lizardmen! I just traded for an army. Here's what I have/traded for: 1 Slaan 1 Carnosaur 2 cold one characters converted 36 saurus with full command 60 skinks 20 Temple Guard with full command 4 salamanders 22 cold one cav One stegadon 3 new terradon riders 3 new ripperdactyl riders 2 new Bastiladon, one of each (arch and solar engine) Here's the list I've come up with. Please give me some pointers. Lords (455) A) Slann Mage-Priest “General” (455) Level 4 Wizard – Lore of High Magic Disciplines of the Old Ones: Reservoir of Eldritch Energy (On 2+ save dispel die = Power die), Harmonic Convergence (Roll 3 dice for channeling), Focus of Mystery (Lore Master of Lore of High Magic), Becalming Cogitation (Re-roll first Failed Dispel Attempt) Magic: Channeling Staff (+1 to Channeling Attempts), Obsidian Amulet (Magic Resistance 2) Heroes (455) B ) Saurus Scar-Veteran ”Battle Standard Bearer” (170) Cold One, Light Armor, Great Weapon Magic: Dawnstone (Re-roll Failed Armor Saves) Dragon Helm (+1 Armor, 2+ Ward vs Flaming) C) Saurus Scar-Veteran (155) Cold One, Great Weapon, Light Armor Magic: Sacred Stegadon Helm (+1 Toughness, +1 Armor Save, D3 Impact Hits) Luckstone (1 Use, Re-roll Armor Save) D) Skink Priest (65) Level 1 Lore of Heavens E) Skink Priest (65) Level 1 Lore of Beasts Core (619) 1) 10 Skink Skirmishers with Javelins (70) 2) 10 Skink Skirmishers with Javelins (70) 3) 10 Skink Skirmishers with Javelins (70) 4) 10 Skink Skirmishers with Javelins (70) 6) 29 Saurus with Banner/Musician (339) Special (671) 7) 20 Temple Guard with Banner, Banner of Discipline (305) 8) 7 Cold One Riders with Spears with Musician/Banner (258) (Scar Vet's go here) 9) 3 Terradon Riders with Fireleech Bolas (108) Rare (0) Total: 2,200 I feel like I need more chaff and I'm really excited to use the skinks. I just don't know how to get them into the list when I also want three solid combat blocks. Please help tweak the list. I also will need to add to this to make a 2400 point list. Thoughts? Thanks in advance.
Re: Noob to Lizardmen at 2200 points. Help tweek list pleas Your skink priests could have a dispell scroll and/or cube of darkness between them! I like your amount of skinks =)
Re: Noob to Lizardmen at 2200 points. Help tweek list pleas You have spent too many points in heroes, though it's over 25% of 2200 pts ^_^
Re: Noob to Lizardmen at 2200 points. Help tweek list pleas 2200/4 = 550 Heroes equal 455 point so what do you mean? But on the list: I'd make the slann the BSB, rather than the scar vet, the scar vet should be running around in the unit of CoC while your TG unit would make much better use of having a BSB nearby/in it. Drop one priest (probably the beasts one, 9+ on a level 1 is three dice and you wont have spare dice) and put a scroll on the remaining one, your slann will be casting and you are looking to save dice due to your discipline choice so that priest will never cast Therefore a 5th channel is much less useful than having a dispell scroll. It is a great item almost auto include in most lists Not sold on the fire bolas? What do you think they will add to the unit?
Re: Noob to Lizardmen at 2200 points. Help tweek list pleas Oh wow, I really misread the points of the scar-vet (as 455) ^_^ never mind me!
Re: Noob to Lizardmen at 2200 points. Help tweek list pleas Altogether I like the list. Dropping 1 Priest might be a good idea but thats personal taste. You can use the 2 to perfectly guard both your flanks with arcane vassal for your Slann while he guards the mid. The fire bolas can be nice to get rid of regen on a unit but magic can do the same, most of the time. Keep in mind that you can always drop a successfully cast HM spell for searing doom or fireball. I'm not sold on spears for the SCOR. I find them too expensive for what they do and if you want to put your Scar-Vets in the unit you already have high strength attacks. You can take them if you have the points left ofer ofc. for your last 200 points I would free up 50 more points and get an Ancient Steg with sharpened horns. They perform exceptionally well for me and I never leave home without one.
Re: Noob to Lizardmen at 2200 points. Help tweek list pleas Thanks for the tips! Yeah, my thoughts on the skink priests was more as cheap 65 point extensions of the Slaan's spell ranges. I figured in general the slaan would be deployed mid deployment zone and then each of the skink priests would be to the right and left in one unit of skinks, which would in turn be protected by the other unit of skinks. The fireleach bolas I like because for just 3 points I get a chance to knock regen off from something and then hit what ever that is with a bunch of poison javelins from the skinks ignoring the regen. A fireball will work great, but won't carry over to the shooting phase as far as removing the regeneration. So, I figured that was a well spent 3 points. And, the strength is higher than the javelins, even if I'm giving up poison there. Skinks should be able to bring enough poison that I can go for something different to stay versatile. I think the idea of putting the dispel scroll/cube of darkness on the skink priests is a great idea. I'll have to try to figure out where to drop the 25/50 points necessary for that. Just thinking about that has me excited though. If I can fit both of those in, I should be able to shut down not one but two key magic phases and that can be huge. I just have to figure out where to squeeze it in. Ok, final point I think. I originally had the Bsb on the slaan. But, then I started looking at some stats and there really isn't that much difference between the chances of success for the unit of temple guard holding. They are stubborn and leadership 10 with cold blooded. So, when I was running the numbers, they have a 98.1% chance of success of holding on a break test without the Bsb in there. Of course, if you make the slaan the Bsb, there is a 99.9% chance of success...and believe it or not that is the REAL statistic, not just exaggerated. However, it seemed to me that 98.1% means that the temple guard should only break 1 time in every 50 break tests they have to make a break test. The trade off for giving the cold one riders a better chance of success as well as the skinks around them protecting their flanks seemed worth while. I don't know if all of that makes sense. This is just theory hammer for me at this point because I haven't gotten my army onto the table to play with yet. So, let me know if my thoughts are off base or if I'm missing something. Your experience is valuable to me.
Re: Noob to Lizardmen at 2200 points. Help tweek list pleas Any other tips, tricks or advice for me? I'm heading off to my next tournament with my Warriors of Chaos in two weeks. Then the demon prince will be shelved for 2014. 2014 will be the year of the lizardmen for me I think. I have some painting to do, but I can be ready. Just looking for advice and I greatly appreciate the advice already given.
Re: Noob to Lizardmen at 2200 points. Help tweek list pleas This is the 2400 point list I've been working on. My first scheduled tournament in 2014 with my new lizardmen will be at that point level. Thoughts? Lizardmen 2,400 Lords (455) A) Slann Mage-Priest “General” (455) Level 4 Wizard – Lore of High Magic Disciplines of the Old Ones: Reservoir of Eldritch Energy (On 2+ save dispel die = Power die), Harmonic Convergence (Roll 3 dice for channeling), Focus of Mystery (Lore Master of Lore of High Magic), Becalming Cogitation (Re-roll first Failed Dispel Attempt) Magic: Channeling Staff (+1 to Channeling Attempts), Obsidian Amulet (Magic Resistance 2) Heroes (530) B ) Saurus Scar-Veteran ”Battle Standard Bearer” (185) Cold One, Light Armor, Great Weapon Magic: Dawnstone (Re-roll Failed Armor Saves) Dragon Helm (+1 Armor, 2+ Ward vs Flaming) Other Trickster’s Shard (Base contact must re-roll successful ward saves) C) Saurus Scar-Veteran (160) Cold One, Great Weapon, Light Armor Magic: Sacred Stegadon Helm (+1 Toughness, +1 Armor Save, D3 Impact Hits) Luckstone (1 Use, Re-roll Armor Save), Ironcurse Icon (Unit gets 6+ Ward vs War Machines) D) Skink Priest (95) Level 1 Lore of Heavens Magic: Cube of Darkness (Dispels on a 2+, Ends Remains in Play on 2+) E) Skink Priest (90) Level 1 Lore of Beasts Magic: Dispel Scroll Core (744) 1) 10 Skink Skirmishers with Javelins (70) 2) 10 Skink Skirmishers with Javelins (70) 3) 10 Skink Skirmishers with Javelins (70) 4) 10 Skink Skirmishers with Javelins (70) 5) 10 Skink Skirmishers with Javelins (70) 7) 34 Saurus with Banner/Musician (394) Special (671) 8) 20 Temple Guard with Banner, Banner of Discipline (305) 9) 7 Cold One Riders with Spears with Musician/Banner (258) 10) 3 Terradon Riders with Fireleech Bolas (108) Rare (0) Total: 2,400