7th Ed. Sarts revised 2250 List.

Discussion in 'Lizardmen Army Lists' started by Sart, Apr 19, 2009.

  1. Sart
    Saurus

    Sart New Member

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    The will of Fooq High Slaan of Thazlaaq

    Noq Hand of the Heavens
    Saurus Old Blood- Blade of Revered Tzunki, Glyph Necklace, Light Armour, Shield.

    Cliq Thalax Fist of Noq
    Saurus Scar-Vet- Enchanted Shield, Burning Blade of Chotec, Light Armour.

    Sliq Phlaq Herald of Noq
    Skink Chief- BSB, Cloak of Feathers, Sword of Might, Light Armour, Shield, Javelin.

    Chaqax the Record Keeper
    Skink Priest- Dispel Scroll, Diadem of Power.
    Lvl 2, Ancient Stegadon with Engine of the Gods.

    Core

    14x Saurus warriors- Shield, Spear, Standard Musco.

    14x Saurus warriors- Shield, Spear, Standard Musco.

    11x Skinks- Jav, Shield, Musco.
    1x Kroxigor.

    11x Skinks- Jav, Shield, Musco.
    1x Kroxigor.

    10 Skinks- Jav, Shield, Musco.

    10x Skink Skirmishers- Blowpipes.

    Special

    3x Terradons.
    3x Terradons

    4x Kroxigor.

    Rare

    1x Salamander.
    4x Handlers

    1x Salamander.
    4x Handlers

    Wins 1, losses 0, draws 0

    Ok the main Changes to the list are.
    dropped 2x Kroxigor and split the x4 terradon unit into 2x units of 3 and took 1x unit of 4x Kroxigor. I also squeezed in a small x10 unit of Skinks.

    I played 1 game vs Chaos and smashed him. He rushed in the jaws of the army hoping to smash it apart. I used my SKink units and terradons to clear his trash and then used them to draw him out of position and then forced him to charge the saurus units with his money cav units. The 2 characters then chewed up the cav units. The saurus attacks just bounced off the armour. His Giant spent the game cowering behind a hill in a mexican stand off with the Skink skirmishers. Second last turn the jumped on top of the hill and with the terradons help they killed him in a round of shooting.

    Having the 2 units of terradons gives even more board control to this list and it helps spread the points around and allow me to have 1 functional unit if the other one receives heavy attention.

    The Kroxigors did fairly well in this turn rebuffing 2 charges from Marauder horsemen with flails then helping re-direct 1 of his Chaos Knight units out of position.

    I am hopefully gonna get a game soon vs a very good High Elf player this comming weekend so We will see how it holds up.

    Cheers Sart. :D
     
  2. ACe
    Saurus

    ACe New Member

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    Drop one kroxigor and get your saurus heroes cold ones. +2 to their armour save, unit gains immunity against fear.
     
  3. Sart
    Saurus

    Sart New Member

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    If you read my other thread I tell you in detail why I do not want or need the coldones.

    I need the 4th Kroxigor to make the unit threatening in the minds of my opponents, The unit has a select purpose and to complete that purpose I need 4 Kroxigor.

    Immune to Fear isnt needed I have good leadership so the first test isnt a problem (At least it hasnt been in the previous games I have played) And vs Undead with the amount of attacks comming out of the Unit I shouldnt be losing combat vs fear causers.

    The ever present stupidity factor is a far greater downside then simply having a -1 save and immune to fear.... Besides the points of a Coldone bumps the characters cost to a unwelcome level making them a liability points wise instead of a nice balance.

    Thanks for the considerate suggestion tho.

    ;)
     
  4. Khy
    Skink

    Khy New Member

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    Sart, I really liked what you have been writing in other parts of this forum but I haven't been checking out your army until now. Actually, you're the reason I went from being a quiet bystander to actually starting to posting in this forum (I don't like having to sign up and all that).

    First of all, I think you manage EXTREMELY well with your main goal (making an army that's hard to gain pts from). And it's also the most flexible army I've ever seen (giving that I've never played in tournys even though my power gaming genes now tries to convince me to).

    Having that said, I really like the changes you have done. It improves your strengths and makes the army more flexible a harder to gain points from. You lose one hard hitting unit, but 2x saurus, 1xkrox and steg is enough IMO, and then that's backed up with skinks taking the flanks and maybe even terradons in the rear/flanks.

    Adding the extra skinks makes it easier to take table quarters, outmanouver and if it's left untouched then you'll have a ranked unit that can join combats late game. Your army is obviously pretty magic weak and I'm sure you hardly ever cast any spells (excluding EotG, doh). But you have have the flexibility on the board instead of in the magic phase and that's a lot more safe IMO. It's a very tactical army, and you're obviously a very tactical person to begin with and I'm sure you'll get just as great stats with this army as with the last one.

    Wow... I think I used up my weekly (or even monthly!) quota of compliments now... hehe...

    The only change I would consider is to give your BSB a blowpipe and frog poison instead of the sword and javelin. Making you re-rolling 2x magical shooting at 12" (but with minus for moving, double tapping and range). Your h2h will be slightly worse , but still quite ok, and you'll increase your odds to shoot 6's which makes him more all-round. And depending on how much points you got to spare to begin with, you might be able to fit something else in the army too.

    The only other thing I thought of is your new tiny skink unit. I really(!) don't advocate using swarms, but seeing that you like diversity and board control you might be interested in having them instead. they'll have 360 degree charge, could hold up a wee unit for a round or helping you outnumber. Though you might wanna run two bases just for the sake of taking rank bonus and having 10 wounds... and 10 poisonous attacks ain't too shabby either. But your army is very optimized as it is, so it would be very hard to fit em in. 10 skinks is slightly more defensive and can be great as a screen.

    These two changes might give you an even broader and more flexible list, (pts wise) more even distributed army and you'll have PLENTY of units with very different roles.

    hehe... it took me quite some time before I made my first post, but I made up for it in bulk! ;oP
    Ps. Note that I haven't played WHFB in over 7 years and I still don't own a single model. So please be gentle! ;oP
     
  5. Caneghem
    Carnasaur

    Caneghem New Member

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    Alas, swarms are skirmishers and can't take away rank bonus. They can get a flank bonus, with two bases together counting as US 6. The 10 wounds aren't worth much because they crumble now. You mention it had been about 7 years since you played... in 7th edition swarms now take wounds equal to how much they lost combat by. That's why you don't see many lists running them. 10 skinks on the other hand can take away rank bonuses and have poison ranged attacks, all for 40 points cheaper than 2 swarm bases.

    Welcome back to the hobby, I've yet to start my lizardmen collection as well but I fully plan on starting it very soon.
     
  6. Khy
    Skink

    Khy New Member

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    Woops... only knew they didn't get rank bonus themselves, but thought they could negate the opponents ranks if in the flank or rear. As I said, it's been 7 years but my brother started playing again 1-2 years ago and I got hooked again. So far i've bought the book and done a lot of reading and thinking... trying to update myself on the rules and tactics.

    I actually did know swarms crumble, but that's pretty irrelevant IMO. They don't flee and they have 360 degree 10" charge, that would have been the only reason for me to pick em (together with rank robbing). Having 10W and 10A that are poisoned is just a bonus.

    But as I said, I'm not a big fan of swarms myself (I simply don't like the models, and even if I very much indeed think about the tactics, I play the game because it's fun and winning is just a bonus. Having an army with a twinkle in they eye that's backed up with fluff is what I'm after).

    Thanks! It's the same for me. I just have to find myself a job before I start buying models (It's a pain being a student, if only officially)

    And one more thing for Sart. I read that you had a 1500+ (?) Chaos Dwarfs. I wouldn't mind hearing more about it (maybe this isn't the place, though) as my brothers CD's was the reason I got back into WH. My bro kinda hates tournys and power gaming (just take a peak at his crying lord on a calf! LOL ...or his kick ass lammasu conversion!), but at least _I_ would be interested in some tactical ideas on em... (I mean, even if my army will be fluff heavy, I still wanna kick his silly M3 ass!) ;oP

    here's a link to his CD-blog:
    http://www.chaos-dwarfs.com/forum/showthread.php?tid=3630&pid=82757#pid82757
     
  7. Khy
    Skink

    Khy New Member

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    First of all, why can't you edit posts on this forum? pffft...

    Well just read the rules for skirmishers and even if I still like terradons, I'm slightly disappointed.
    Caneghem , thanks for correcting me! (c:
    ...and forget about swarms then (yay, no more ugly models!) But I still think pipe >> javelin for the BSB. It's so much more skink, spec as Sotek would love you for having super potent poison! ;oP
     
  8. Caneghem
    Carnasaur

    Caneghem New Member

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    I can't speak for Sart's playstyle, but my guess would be that a flying BSB could be used for more than just the reroll.. with the sword of might bumping him to the respectable str 5 range, he could potentially kill something when charging in, and actually get to contribute his +1 combat res for the BSB. The javelin isn't so bad.. it will usually hit on a 2+ and will be at strength 4.

    I noticed that I wasn't able to edit my post earlier, but it isn't usually like that.
     
  9. Khy
    Skink

    Khy New Member

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    True that, I just like poison, and even if S5 might be better than S4 poison, what you really gain is magical shooting and better range. And IMO it's more skink over it too... hehe... but I'm not sure if it's purely better than the other option. The list seems pretty solid so it's hard to come with constructive comments.
     
  10. Sart
    Saurus

    Sart New Member

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    Reason why I gave him Sword of might is simple strength 5 magical attacks... Vs humans etc its wounding on 2's vs drawfs its wounding on 3's and it helps rid the world of etherals (Without magic in the army and there really isnt alot in it) They cause me a whole lot of bother.

    Thanks for the comments so far I think I will be ready to post up a pick of my Saurus Oldblood soon once the base is finished. :artist:
     
  11. Khy
    Skink

    Khy New Member

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    Well S5 is better than S4 poison in most cases, but I don't think the difference isn't too big. Toad poison makes ALL mundane wpn magical, so hunting ethereals shouldn't be more difficult, rather the opposite, as you now could get 2x MAGICAL shots with your hero as well as magical h2h. But he'd be slightly worse of vs armoured targets and bulk units. I just would have guessed that he was more for taking on warmachines, (etherals), lone characters or to give that extra push in a CC that makes you win the combat.

    I can totally see how ethereals can be a pain. Spec if you lose your skink heroes as your maneuverability (with magic hitting units) would be close to zero.
    Pics (and more battle reports) sounds promising! (c:

    ...but again, I'm curious to know how you play your CD's. And pics would be cool as well, even if this might not be the right forum for that. ^_^;
     
  12. Caneghem
    Carnasaur

    Caneghem New Member

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    You are correct... the difference isn't not big :). Str 5 is a magic number of warhammer, and I personally consider a hero under strength 5 to be not worth taking into combat.
     
  13. Sart
    Saurus

    Sart New Member

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    Unless you have Killing Blow (Ie old Wight Hero with Blade of Kings was a great character.. Blade of Kings + Gem of Blood + Bsb on a barded Steed was a great combo)

    Killing Blow more then Makes up for the strength 5 So much so I am eye Balling the Killing blow dagger LOL Might give it a try. (Gogo assasin Skink BSB)


    :bored:
     
  14. wishy
    Skink

    wishy New Member

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    Do you really want him charging into wraiths with banshee(almost always have a banshee) i personally don't mind when i have a lone hero charging my banshee and watch them turn into a puff of dust on the way in he is only Ld7.

    With the wight king old sword of kings/gem combo the new one i think is just as good if not better with sword of kings/nightshroud combo.

    We need a game dude ill bring my vamp list i used at BIG and dogcon i got today off and thur/fri if u want a game dude at IF bunker or yours.
     
  15. Caneghem
    Carnasaur

    Caneghem New Member

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    Killing blow on a flying skink could be amusing... though you might not get as many assassination attempts in there because of the BSB duties. It is tempting just for the possibility of insta killing a knight or two.
     
  16. Sart
    Saurus

    Sart New Member

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    Wishy Like to know how your standing and shooting with an undead (Only reaction they can have is hold) :)
    But thats beside the point haha :bored:

    Sure would love a game mate. Can do this Thursday Night I think (IF open late??)
     
  17. wishy
    Skink

    wishy New Member

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    yeah Thurs is fine for me there open late and banshee can stand and shoot bro must be a new rule for them in the new book. banshee can even fail charge and shoot.
     
  18. Sart
    Saurus

    Sart New Member

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    Ahhh K I am sure I will learn allll about it thursday haha How about 6:30 pm (I dont finish till 5:30 pm)
    2250 ok
     
  19. wishy
    Skink

    wishy New Member

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    yeah mate cya then!
     
  20. Khy
    Skink

    Khy New Member

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    We expect a battle report! (c:
     

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