8th Ed. Optimizing 2400 pts of Lizardmen in 8th Edition

Discussion in 'Lizardmen Army Lists' started by Zwuppie, Aug 8, 2013.

  1. Zwuppie
    Razordon

    Zwuppie Member

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    Hi Guys,


    After a few battles played with the new edition I optimized my army for so far.. unfortunately only tested against the O&G yet.. So my army is maybe a bit to specified for one army, so give me some tips to make it an all-army competing list :)

    Let's start..


    Lords:

    Slann Mage-Priest 440pts
    -- Focus of Mystery (High Magic) | Wandering Deliberations (Signatures)
    -- Becalming Cogitation
    -- Harmonic Convergence
    -- Channeling Staff
    -- BSB w/ Standard of Discipline

    The signatures are used for debuffing the enemy, iceshard blizzard for -1 to hit and LD and melkoth's mystifying miasma for WS and Initiave reducing.. Boosting my units with Wyssan's Wildform for +1 Strength and Toughness.. Fireball is used for units like trolls with regeneration..

    Heroes:

    Skink Priest (Lore of Beasts) 150pts
    -- Level 2 Wizard
    -- Feedback Scroll

    Skink Priest (Lore of Beasts) 125pts
    -- Level 2 Wizard
    -- Dispell Scroll

    Skink Chief w/ Ripperdactyl 130pts
    -- Sword of Might
    -- Glittering Scales
    -- Potion of Foolhardiness
    -- Charmed Shield | Shield
    -- Ironcurse Icon

    The priests are for dispell dice generation and for supporting the slann.. Hoping for the spell curse of anraheir which could give a unit an extra -1 to hit! :) Tried it and worked perfectly

    The chief is going into the ripperdactyl unit, see the special section. I want to hunt characters with this unit, challenge with the chief, +1 attack of devastating charge gained by the potion of foolhardiness, an initiative of 6 which let me slay almost always first, +1 to hit because of the sword and the enemy gains -1 to hit by the glittering scales.. Boost the chief with the priests, hope for savage beast to make 7 strength 7 attacks at the turn i charge hitting at least on a 4+, and with luck i can reduce the enemies WS by 3 with mystifying miasma!:) hardhitting skink!

    Core:

    Saurus Warriors w/ Spears(50) 580pts
    -- Full Command

    2x Skinks (10) 25ss each

    The saurus warriors are my huge anvil unit.. It can tank a lot of hits even in combat with savage orcs big un’s.. to make a this anvil unit I use my slann to degrade the units who want to charge my saurus warriors, like -1 or -2 to hit and reduce WS, as mentioned before.. They easy can tank for one turn, while blocking a unit the other units could flankcharge that unit (Ripperdactyls and Stegadon)

    The skinks are for blocking the enemy of charging when I am not in the right position or to kill mangler squigs by offering my skinks or use them for luring fanatics… The most common reason is because they are annoying to the enemy! And they are easy to maneuver. They also have to protect my saurus warriors for two charges in one turn..

    Special

    Temple Guard (20) 310pts (Slann goes in this unit)
    -- Full Command

    Ripperdactyl (4) 80ss (Chief goes in this unit)

    Bastiladon w/ Solar Engine 75ss

    The temple guard are for the protection of my slann, they almost don’t do anything, but I don’t want my slann got sniped by a lucky cannonball..

    The ripperdactyl unit is my hammer unit while my saurus warriors are tanking the hits or will be used for hunting warmachines.. I tried them for flanking savages orcs and it worked perfect, I only had 3 rippers and one chief that game..
    If necessary I could use them for some heavy cavalry hunting

    Bastiladon is used for stealing dispeldice in the magicphase and if the enemy thinks it’s to risky I have my +1 initiative boost for the saurus warriors, which is in combination with melkoth’s mystifying miasma to reduce the enemies initiative brilliant!
    If the bound spell goes on, I hope to do some small damage to a small and easy unit..

    Rare

    Ancient Stegadon w/ Sharpened Horns 250pts

    The stegadon is one of the monster hunters in my army, killing multiwound units becomes very easy with this combination.. with his strength 6 and an average of 4 to 5 hits it will be done easily! Only two wounds could be enough to kill a monster!

    I hope you could give me some nice feedback.. don’t be afraid to criticize my list, could only learn from it..
    The text i've striked through is replaced/changed/edited in my army list, so you can criticize it if i changed it right or wrong

    Cheers..
     
  2. datalink7
    Skink

    datalink7 New Member

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    Just a quick note. Until an FAQ is published, Skink Chiefs on Ripperdactyls (or Terradons) can't join Ripperdactyl (or Terradon) units.

    Also, the Skink Chief's Ripperdactyle doesn't gain any benefit from Toads. Only the unit does.

    That being said, I still like the Chief on a Ripper. Nice bit of mobility to war machine hunt or add something to a combat where need be.

    Edit: Also, I like Loremaster (High Magic) as opposed to all signatures. Some of the signatures are situation dependent. With Loremaster (High Magic) you can swap for any signature you need, while still having access to some great High Magic spells and also the potential to swap into some of the nastier spells in other lores.
     
  3. mixer86
    Kroxigor

    mixer86 New Member

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    i think you've done something wierd with the skink chief.

    i think you have the correct points value for the sword of +1 to hit but its not called the sword of might, which gives you +1 str and is more expensive. I am also planning to run a couple of ripper chiefs. For this guy i rellay would take the egg of quango and sword of striking (the one you meant) and a charmed shield. this allows you to hit better and ignore the first hit you suffer. add to this the look on your opponents face when he realises you little skink chief can pump out his own 3 str 4 attacks, his rippers 3 Str 4 attacks with Armour peircing and killing blow. followed up by potentially 12 Str 5 attacks from the egg!!!!!
     
  4. Zwuppie
    Razordon

    Zwuppie Member

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    Ye, have to wait for that.. Even if he may not join, charge as soon as possible and challenge to kill some characters with his initiative 6 and initiative 4 of the ripper you would deal some serious damage..

    Never tough about that before.. Cast some spells in the first turn and swap the spells for the spells you want before the fight begins.. am not sure if I have 5 points left, but I would find those points!

    You we're right, it is the sword of strike.. only thing you do wrong is the egg of quango.. You have to use it on the start of a close combat phase, don't forget, because it can ruin your whole tactic!

    My chief will have on the turn he charges, 4 attacks (devastating charge gained by the potion..) on strength of 4 (hope it got boosted by savage beast of horros for 7 str 7 attacks) with +1 to hit and the enemy got -1 to hit! With a bit luck the enemy isn't allowed to strike, because of my high initiative!


    I edited something in the list.. The chief had now a charmed shield, the mundane shield is removed, instead of a ironcurse icon, the slann has focus of mystery now.. I hope to cast fiery convocation in the first turn, so i can swap that spell (or is it stopped when i swap te spell, because its a RIP spell, couldn't find it yet in the rules so hopefully this will work)

    The rest of the army looked good to you ?
     
  5. mixer86
    Kroxigor

    mixer86 New Member

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    looks pretty solid to me mate.

    Yes ok the egg is used at the start, and because of that whatever he hits should die before it can hit back, hence why i thought of taking it instead of the glittering scales. but your idea is certainly viable.
     
  6. Zwuppie
    Razordon

    Zwuppie Member

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    Glittering scales is a bit more certain.. Egg of Quango has 50% of 'failing'..
     

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