8th Ed. Solid 2.5 list.

Discussion in 'Lizardmen Army Lists' started by Knudsen001, Oct 2, 2013.

  1. Knudsen001
    Jungle Swarm

    Knudsen001 New Member

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    Hey guys, I've been trying to crack a solid list since the new codex dropped on us. I have had some interest in the mini temple guard Death Star, so here it goes.

    Lords:
    Slann Mage Priest
    Becalming Cog.
    Harmonic Convergence
    Focus Mastery
    BsB
    Skavenpelt Banner
    Channeling Staff

    Heroes:
    Skink Priest
    Level 2
    Scroll

    Skink Chief
    Light Armor
    Enchanted Shield
    Ogre Blade
    Terradon

    Scar Vet
    Light Armor
    Dragon helm
    Crown of Command
    Great Weapon

    Troops:
    30 Saurus
    FC
    Spears

    30 Saurus
    FC
    Spears

    10 Skink Skirmishers.
    Blow Pipes

    Special:
    Bastiladon
    Solar Engine

    26 Temple Guard
    FC
    Razor Standard

    Rare:
    Ancient Stegadon
    Sharpen Horns

    Total: 2506

    So first off, I need to get ride of 6 points. I am not to sure what to take out to make it to 2.5.

    The whole synergy of this list is to beef up the temple guard. The slann will be casting useless spells e.g. Soul quench and such and go for melthok miasma or possibly into life for regen.
    The bastiladon is there just to give the int. buff and possibly burn dispell dice (1/3 chance if one dice is thrown).
    The Stegadon will be there for a monster killer with the sharpen horns upgrade. If not then just set him up for a flank.
    The skinks role are questionable, since I can either them as redirecters or I can use them to go after monsters or war machines.
    The scar vet will be with a group of Saurus. The reason I am doing this is because I have recently realized that one of my Saurus blocks always end up out of position due to terrain. So with the crown it will allow them to hold their own ground.
    Finally the skink chief. I have been using this build for him and I love it! He has so much potential. I can send him to go after war machines, chaff, even light infantry. Him being strength 6 is pretty B.A. He can can be position for a rear charge for whatever my temple guard is in combat with.
    Thanks for taking time to give you evaluations. Give me your true thoughts! Cheers!
     
  2. Ondjage
    Razordon

    Ondjage Member

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    You can remove 6 points by dismissing a saurus warrior, and have the scar vet take his spot. This leaves 5 pts for a trivial magic item, like ironcurse icon on the slann to give the temple guards 6+ ward save against war machines.

    I like your list! Im just not experienced enough to give you any pointers, ill leave that to the other more ancient lizards in here.
     
  3. Man0waR
    Kroxigor

    Man0waR Member

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    Also 3 big infantry blocks i think is not needed. You should drop one and get more skinks so you can do all the pesky role skinks do.

    With those near 400 points 3rd saurus block you can spend 200 on skinks and another 200 in what you most lack, can openers (not easy to place a infantry hero against the 1+ save enemy knights, and 3 s6 attacks dont seem to reliable with ws4 T3 and 2+ save) Krox / cheap oldblood / kitted scarvet.

    Or maybe 2 salamanders to follow your main line and use them to thin the enemy blocks and once the combat is on. They are good support against low numbers of attacks. 3 wounds per salamander and a 5+ meatshield (handler)

    I've been a big fan of blowpipes on skinks but now i realize that if you want to take the full advantage of multiple shots you have first to be so close to the enemy. So it endangers your flee reaction against a charge, or just do a plain shot (no multiple shot) at 6+. Compared to javelin & shield, you could have a 12 " march move + 12" shot that allows you to target even in 1st turn some enemy units. And they will do on 5+, and can be buffed with Wyssans (if no better way to waste this spell / Power Dice). Also they gain stand & shoot even if the enemy is so close.
     
  4. Stonecutter
    Terradon

    Stonecutter Member

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    Overall, a very solid list and it is nice to see that there is a plan on how to employ it since that will help with any suggestions. Here are a few possible tweaks to consider:

    1) SV - keeping him alive long enough to use the CoC is likely more important than his S7 attacks. I would recommend going with biting blade/mundane h/w & Shield plus luck stone so that he gets at least 1 AS re-roll. As it is, he could easily get dropped with an unlucky roll and then his stubborn is lost entirely.

    2) Skink Chief - given the role assigned, I personally think a unit of rippers would be better. Rippers offer more wounds, tons more attacks and sending them after a toad rage unit will deliver far more punishment than a single chief. Also, the KB ability just by itself can cause fear to your opponent if they have a vulnerable character.

    3) Saurus blocks - I agree with ManoWar that 3 big infantry blocks are overkill and replacing one block of saurus with skink chaff & perhaps skrox to flesh out core would provide more versatility.
     
  5. Pofadder
    Cold One

    Pofadder Member

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    Call me old fashioned but imho you need salamanders and more skinks... sallies are still golden in our new book and they earn their keep in my list every game.

    My past 2 games I tried my version of a TG with skavenpelt and have had good success...
    Will actually post my list for critique as well.
     
  6. Hebus
    Saurus

    Hebus Member

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    The biggest issue for me, which is solved by Manowar's answer, is the number of units you've got :
    You have only 6 units, which means you're gonna have trouble to choose your fights because your opponent is gonna have (way?) more units than you to put on the table.
    And with a deathstar style, your opponent just have to feed your deathstar and kill everything else on the table. This is why when you're on a deathstar mode, you have to have more chaffs in my opinion.
    I would go for some extremely high skinks count next to the deathstar to avoid this issue.
     

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