7th Ed. Some questions before my first Lizardmen game

Discussion in 'Lizardmen Tactics' started by SpawnJester, Mar 10, 2009.

  1. SpawnJester
    Jungle Swarm

    SpawnJester New Member

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    Hi everyone. I just ordered a Lizardmen Battalion Box and a Slann Mage-Priest. What would be the best way, in your opinion to construct that army at 1500 pts. I play 40K as well. so I have a rudimentary idea of how fantasy works after reading through rule book a few times. How should the Slann be set up? Which lore of magic is best when facing dark elves (my buddies army)? Should the Saurus be in 1 unit of 20 or 2 units 10? Should they have spears? In other words what should the list look like? I know there will be differing opinions I would jsut appreciate some input.
     
  2. Tippalanche
    Jungle Swarm

    Tippalanche New Member

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    Well, first of all you can only use Lords in in 2000+ armies, so you can't have a Slann in a 1500 pt army. :S

    Second, I'd say put the saurus in 1 unit, the rank bonus quite help in combat resolution ;)

    Spears or hand weapons generally depends on what you're using them for; spears give you twice the amount of attacks but hand weapons give your Saurus a 3+ armour save - good for TAKING charges ( while spears are better for charging)
     
  3. Caneghem
    Carnasaur

    Caneghem New Member

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    If you're set on running a Slann, you will need to push it to 2000 points so you can take a Lord choice. If you run with a Slann, you will definitely want some Temple Guard as his defenders, since they become Stubborn and Immune to Psych when they have a slann in the unit.

    As for dark elves, you'll do well with lore of fire since that will help you tackle their hydras. But until you take a Slann you'll be stuck with the Lore of Heavens, which is all skink priests can take. Since you are building toward a magic-heavy list, you won't go wrong with an Engine of the Gods (I think all lists should have one). Take a level 2 skink priest on the engine of the gods and he'll become a lvl 3 mage. The Engine can set off a power that reduces the casting value of a single lore by 1, making a single lore that much easier to cast for a whole turn.

    As for the Saurus, you'd do better with a block of 20 than two of 10. I think spears are a wonderful upgrade, for 1 point per model you essentially double your attacks at the cost of a point of armor (while retaining the option of HW+SH for extra defense). I personally might run a 6x3 block of spear saurus to maximize the elf smacking power. His charges will be devastating because of hatred, but if your spearmen can survive that you'll be in good shape to skewer a bunch of them in counter-attacks.

    Each list will have a different style, but they will generally all share some things. Skink skirmishers make a good screening unit and are fairly inexpensive. Terradons are wonderful and act like our fast cav, with the added ability to drop rocks which are auto-hit. Got an annoying enemy skirmish unit hiding in a forest? These will do d3 str4 HITS against their target regardless. I would also suggest a couple Salamanders because they flat out kick elf butt. Salamanders blow through armor and cause panic checks no matter how many casualties they inflict.
     

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