7th Ed. Planned list (fast and hardhitting)

Discussion in 'Lizardmen Army Lists' started by Aren, Mar 1, 2009.

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Which type of pack is best for a fast, hard-hitting list?

Poll closed Mar 8, 2009.
  1. Salamanders

    7 vote(s)
    58.3%
  2. Razordons

    5 vote(s)
    41.7%
  1. Aren
    Saurus

    Aren New Member

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    Hello!

    I am considering starting a Lizardmen Army. The idea has been there for a while, but I've stuck to my High Elves so far. I have now bought the new Lizardmen Army Book, and was a planning a list somewhat like this:


    Oldblood
    - Carnosaur
    - Some combination of magic items up to 100 pts
    - Light armour

    Skink Priest
    - Diadem of Power
    - Dispel Scroll

    Skink Chief
    - Ancient Stegadon
    - War Spear


    10 skink skirmishers
    - blowpipes

    10 skink skirmishers
    - blowpipes

    24 skinks
    - 3 kroxigors
    - full command


    6 saurus cavalry
    - standard bearer
    - 25pts banner (not sure of which)

    Stegadon


    1 Salamander or Razordon



    As you can see, this list is built around fast, hard-hitting troops, with skinks as tactical/disposable units. The list may be a little more than 2000 pts, but in that case I'll just remove the magic standard from the saurus cavalry or something.


    Some questions:

    How do you think this army would perform against standard adversity?
    Would a razordon or a salamander perform best in this list?

    All advice appreciated! :)
     
  2. darkness
    Skink

    darkness New Member

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    salamander are more for greater groups
    en razordons are more for strong monsters and light cava,
     
  3. pika82
    Saurus

    pika82 New Member

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    if i were you i would drop the banner of the skinks because A with kroxigors they don't need it for combat result and if killed your opponent gets allot of points for it
     
  4. Aren
    Saurus

    Aren New Member

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    So maybe a razordon would be a good idea (for guarding the flank of my army against small units)?


    And one more question:

    Would it be worth it to upgrade the normal steggie to an EOTG (for the priest I already have)?
    I would then need to find 55 points somewhere. If I shrink both skink skirmisher - units to 10 and remove the champion from the skinks + krox. - unit, I am lacking 19 points.

    Removing the magic standard from the Saurus cav. - unit would give me the remaining points, as well as an additional skink handler for my razordon.

    Is this a good idea?
     
  5. Aren
    Saurus

    Aren New Member

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    After some thinking, I have altered the list slightly:


    Oldblood
    - Carnosaur
    - Shield
    - Light armour
    - Bane Head
    - Magical weapon (the one that gives + 2 A)

    Skink Priest
    - Diadem of Power
    - Dispel Scroll
    - EOTG

    Skink Chief
    - Ancient Stegadon
    - War Spear


    10 skink skirmishers
    - blowpipes

    10 skink skirmishers
    - blowpipes

    16 skinks
    - 2 kroxigors
    - full command


    6 saurus cavalry
    - standard bearer
    - Huanchi's Totem

    3 terradons


    1 Razordon
    - Extra handler



    My Oldblood has been designed for killing enemy characters. This can be handy when facing VC in tournaments, and other races that sometimes rely heavily on their genereal (dragon/griffon/wyvern - characters, Runelords w/Anvil, all types of lord level wizards, etc.). His main objective will be to hunt down and kill such characters.

    I also dropped 1 kroxigor and 8 skinks in order to get 3 terradons. After some thought, they may prove to be vital for threatening warmachines and wizards.


    Any thoughts
     
  6. fer
    Saurus

    fer New Member

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    imo it isn't worth taking one razordon or salamander

    they will get shot up or blown up and are pretty uninspiring...

    but if you have 3 or 4 of them then your going to get a ton of either fire or spines off and the odds are with you that something is going to stick and cause a lot of pain. its just with one for me they always end up pretty weak if they get into a useful position before they are wiped...which hasn't seemed like much effort on my opponents part
     
  7. pika82
    Saurus

    pika82 New Member

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    if i were you i would remove the skinks with kroxigor because they very easy lose combat because alot of skinks die and then u end up that your kroxigors run away ( which is very bad ) i would remove it and put 1-2 extra razordons in your army
     
  8. Aren
    Saurus

    Aren New Member

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    Hmmm, what about removing the extra handler and 2 kroxigors, champion and musician from my skink unit, while reducing them to 12?

    If so, I would get enough points for 2 more razordons, giving me a unit of 3. :meh:
     
  9. fer
    Saurus

    fer New Member

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    ya, my experiences with the skink + krox units are not good either so I would definitely take more razordons and/or salamanders in lew of them so long as you have enough inf troops
     
  10. Bubba gar
    Skink

    Bubba gar New Member

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    Krox in units are crap so would go with 3 krox with 12 skerimsh skink in front .to sock up unit that will shott at the kroxs.
     
  11. Aren
    Saurus

    Aren New Member

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    Ok, my final list, I think (which I will test against my friend's dwarfs tommorrow, as I believe it is the hardest opposition this list can face). For this match I have removed the items from the skink priest, as I will not need them. Normally I will not include any extra handlers, only 10 skinks per unit, and Huanchis standard on the Cold One Cavalry intead of the Sun Standard (thus giving me enough points for a Scroll and DoP on the Priest). The magic items for my Oldblood have also been altered for facing dwarfs (S 6 and no armour save), and will (obviously) vary according to which army I face.


    The Host of Xhotl:


    Oldblood
    - Carnosaur
    - Shield
    - Light armour
    - Carnosaur Pendant
    - Blade of Revered Tzunki

    Skink Priest
    - EOTG

    Skink Chief
    - Ancient Stegadon
    - War Spear


    11 skink skirmishers
    - blowpipes

    11 skink skirmishers
    - blowpipes

    11 skinks


    6 cold one cavalry
    - standard bearer
    - Sun Standard of Chotec

    3 terradons


    3 salamanders
    - 3x extra handlers


    I'll tell you how it goes ;)
     
  12. Aren
    Saurus

    Aren New Member

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    Okay, I made another small change to my list before the game. I gave my Oldblood the Blade of Realities and Bane Head, while cutting the skinks down to 10.


    His list:


    Dwarf Lord
    - 1+ save
    - Some rune that always gave him a strength of 2 higher than his opponent's toughness :jawdrop:
    - 2+ to hit and +1 attack (A5 in total)

    Standard Bearer
    - A rune that could force one of my units into charging him or fleeing (had to choose),


    2x 10 thunderers
    - shields

    10 crossbowmen

    20 warriors
    - full command

    10 warriors


    15 ironbreakers
    - full command

    20 hammerers
    - full command

    2x bolt throwers
    - engineers

    cannon


    organ gun

    gyrocopter



    The terrain was quite tournament-like, no hills in any deployment zones, and an even spread of 4 pieces of terrain (2 hills, 1 wood and 1 swamp). We were intent on not playing for too long (maximum 2.5 hours like in many real torunaments) as we often tend to do. I got the first turn.


    The skink screens worked fairly well. Two of the units were able to charge his war machines (cannon and 1 bolt thrower). The cannon was kept busy for the rest of the game (with 1 skink remaining after the final turn). The skinks charging the bolt thrower managed to kill 3 crew, leaving an engineer. In the following turn however, he countercharged these skinks with his gyrocopter and ran them down.

    The terradons managed to kill 4 crossbowmen, before being blown to smithereens by the organ gun (he got 10 hits 3 times during the game).

    The salamanders were only slightly harmed at the end of the game. Thanks to him being unable to counter them, they just stood and burned dwarfs most of the game. They made the 20xwarriors panic with their flames and reduced them to half strength, but otherwise did not accomplish anything specifc.

    The Skink Chief was killed by a bolt thrower (the only thing being able to shoot at him due to my very careful positioning) in his 1st turn, a huge blow to my killing power and morale. The stegadon continued alone, being shot by the organ gun and bolt throwers (luckily 1 skink crew survived). It then charged and destroyed the organ gun before overrunning into a unit of thunderers, killing them too.

    The Cold One Cavalry was shot by the gyrocopter (him trying to flame them from the flank) and thunderers, killing 2. They then charged the thunderers, beat them and ran them down. This caused panic in his 10x warriors - regiment standing nearby which fled through the skink unit that didn't get into combat, destroying them. The COC was then shot by his bolt thrower in the flank, but luckily he missed. In my final turn they charged the ironbreakers in the flank and ran them down in his final turn.

    The EOTG protected my Carnosaur, the COC and 2 units of skinks (my right flank) with the 5+ Ward. I got Uranon's thunderbolt with my priest and actually managed to get it through his 4 DD once, killing 3 (or 4) thunderers, and also panicking them (lucky me) :smug: . My Carnosaur advanced into a position for charging his ironbreakers, with 1 of my skink units (the one that didn't get into combat) making a screening corridor, protecting him against the cannon and organ gun. He then used the rune on his BSB to make may Oldblood charge his 20x hammerers + über lord + BSB :( . To help him out, I also charged in my EOTG.

    Impact hits killed 4-5. In the first two fight phases my Oldblood challenged and killed his champion and then his BSB. In return he killed the stegadon (EOTG) with his lord (S8), and my priest with his hammerers. In the third fight phase, everything was set for the big duel. I scored 4 hits with my Oldblood (me starting as I had packed up enough overkill in the 2 previous fight phases to win both). Unfortunately, he passed all 4 tests with his Ld 10 (bah), and no attacks got through his 1+ save (reduced to 3+). Then he striked after my Oldblood, however he only managed to score 2 wounds. Finally my Carnosaur scored 3 hits (despite hitting on 5+), causing 6-7 wounds with his S7 and d3 wounds. The hammerers then broke and were run down by my Oldblood, winning me the game.


    -------------


    It was a fun game to play, the challenge between the lord and the oldblood being the highlight. I think dwarfs is perhaps one of of the hardest armies to face with my list. The stegadons being large targets meant that my skink characters (and stegadons) where exposed as long as they weren't in battle. That was the biggest weakness, in contrary to my carnosaur which was protected by screening. The EOTG I was satisfied with. Even though it died, it served its purpose and would have been even more useful if I had faced magic. However, is 2 stegadons too much? Maybe 1 would be enough? Of course I need to play more games first, but any thoughts on this?
     
  13. Aparach
    Troglodon

    Aparach New Member

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    Great fight! As fast and hard as it gets IMO :bored:
    As for two steggs, I think they work out well as they kind of support each other.
    Well played :)
     
  14. jochemvh
    Saurus

    jochemvh New Member

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    reads like a fun game to me.
    dwarfs are hard to crack, but it sound like you did well.
     
  15. Aren
    Saurus

    Aren New Member

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    Thanks for the response, guys!

    I have now bought a pack of skinks, so along with the 12 I already had I now have 36 skinks ready to be painted.

    My army is underway :D
     

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