8th Ed. Skinks rule the sky - 2500 points

Discussion in 'Lizardmen Army Lists' started by The Sun King, Jul 28, 2014.

  1. The Sun King
    Skink

    The Sun King New Member

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    Okay, so I've been hit by creativity today and made some very alternative lists for Lizardmen. Maybe this spurt of creativity came from one of my friend's (who is also a Lizardmen-player) statement that nothing really changed from 7th to 8th regarding LM... So I've tried to prove him wrong and have come up with a weird list for your consideration.

    Heroes:
    Skink Priest (general): Level 2 Beast, Cube of Darkness
    Skink Priest: Level 2 Beast, Dispel Scroll
    Skink Chief: Ripperdactyl, Spear, Shield, Armour of Destiny, BSB
    Skink Chief: Ripperdactyl, Spear, Shield, Light Armour, Dragonhelm, Egg of Quanco

    Core:
    28 Skink Cohorts: FC, 3 Kroxigors
    30 Skink Cohorts: FC, 3 Kroxigors

    Special:
    6 Ripperdactyl Riders
    6 Ripperdactyl Riders
    6 Ripperdactyl Riders
    7 Chameleon Skinks
    7 Chameleon Skinks

    Rare:
    2 Salamanders
    3 Salamanders
     
  2. MOMUS
    Cold One

    MOMUS New Member

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    I think you'd get a lot more mileage out of this list by simply splitting the units of rippers up into min sized. Id also take a skink cloud of skirmishers and cohorts rather than two blocks which will get squashed.
     
  3. The Sun King
    Skink

    The Sun King New Member

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    3 Rippers don't last long at initiative 3 so in order to work as hammer units (which I admit is not their design intent) so I chose to buff the units up to 6 each. The Cohorts are meant to be buffed with Wyssans so that they can take a beating and still beat back.
     
  4. Crillaz
    Cold One

    Crillaz Member

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    I agree with Momus about the skinks. Even with wyssans they will take a beating. Ws 2 T 3 isn't very good (wyssans).

    I would go with 10 skinks skirmisher units. You probably don't want this list to get into close combat so better to choose maneuverability instead.

    /Crillaz
     
  5. The Sun King
    Skink

    The Sun King New Member

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    Right, the core aside what could improve the list?
     
  6. Crillaz
    Cold One

    Crillaz Member

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    I would choose heavens instead of beasts since you don't have any saurus warriors or characters. With 2 level 2 heavens the chance is big to get comet which is an awesome spell.

    I would also drop salamanders to 1 unit of 2 and bring in a bastiladon with the beam.
    Maybe you will have enough points to run one more skink chief with the last ripper unit. Maybe you could lower them all to 5 rippers + one chief in each. (that is if you run swe comp with swefaq ruling). Otherwise check with your gaming group if they allow flying characters to join.
     
  7. The Sun King
    Skink

    The Sun King New Member

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    Good point with Heavens. We play RAW so no characters can join flying units. The Bastiladon is not the good IMO especially not if it's not backed up by good Ld which the Skinks are unable to provide.
     

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