Yo,
So you might have seen my recent plog of my new Lizardmen army and I have finally started playing some games with them.
I will be keeping this log updated with all my games just to keep everything in one place
My first game was 2400pts against Andy from my local Club,
This was the list I took,
Slann Mage-Priest: Becalming Cogitation; Harmonic Convergence; Soul of Stone; Reservoir of Eldritch Energy; Focus of Mystery; Channelling Staff; Battle Standard Bearer (Standard of Discipline)
Skink Priest: Dispel Scroll
Tetto'eko
Saurus Scar-Veteran: Dragonhelm; Dawnstone; great weapon; Cold One
Saurus Scar-Veteran: Armour of Destiny; great weapon; Cold One
10 Skink Skirmishers
10 Skink Skirmishers: Lustrian javelins and shields
10 Skink Skirmishers: Lustrian javelins and shields
10 Skink Skirmishers: Lustrian javelins and shields
10 Skink Skirmishers: Lustrian javelins and shields
22 Skinks: Skink Brave; musician; standard bearer
20 Skinks: Skink Brave; musician; standard bearer
3 Terradon Riders: fireleech bolas
3 Terradon Riders
6 Chameleon Skinks
20 Temple Guard
1 Salamander Hunting Pack: additional Skink Handler
1 Salamander Hunting Pack: additional Skink Handler
He took a slightly unconventional list, he is just trying out different units from the book to see what he enjoys (I have no idea what Items he had on the characters)
Supreme Sorceress: Dark Steed
Dreadlord: heavy armour; great weapon; brace of repeater handbows; Sea Dragon cloak; Dark Steed 190
Master: Dark Pegasus
Master: brace of repeater handbows; Dark Steed; Battle Standard
Master: Cold One
15 Witch Elves: Hag; musician; standard bearer
12 Dark Riders: Herald; musician; standard bearer
15 Black Ark Corsairs: Reaver; musician; standard bearer
Reaper Bolt Thrower
Reaper Bolt Thrower
5 Harpies
7 Cold One Knights
5 Doomfire Warlocks
5 Doomfire Warlocks
I deployed first and managed to win the roll for going first, after my turn 1 he only had 1 warlock left in one squad and cascaded he lvl4 with his very first spell (2 dice for throne of vines, then rolled a 1 for miscast protection, then rolled another 1 for going down the hole very very unlucky), he only killed a handful of Dark Riders with the template.
I slowly mopped up from there, He charged he general into my scar vet, we both fluffed our attack but I lost combat and rolled 11 for my morale test and ran off the board. Other then tetto miscasting the rest of the game was a formality.
A unit by unit review from the game
Slann Mage-Priest: Generally pretty meh, the 3 channels were nice, but other then 1 hand of glory to buff skinks BS to 6 did nothing all game. Hard to say after just a single game that was one sided but did very little. Do I even need him? tetto seemed to do alot of the magic. I could replace him easily enough with an old blood + scar Vet BSB and still have points left over for more men on the ground (basildon maybe)
Skink Priest: Used mainly as a vessel for the slann (would have been more useful if I could roll decent dice), cast a couple of wildforms to buff my Javlins
Tetto'eko - The D3 vanguard moves allowed my Salamanders and scar vets to get into better positions at the start of the game,comet late game finished off his cold one and a bolt thrower. Chain Lightning also put a few wounds on the peg captain.
Saurus Scar-Veterans: Mixed results, one ran off the board le sigh, the other took out the corsairs, harpies and caused the witch elves to flee so earnt his points back
Skink Skirmishers - They did a lot of the heavy lifting, aided by hand of glory they took out alot of the warlocks and the cold ones by forcing wounds, I think 4 units of 10 was enough and allowed for a couple of double fleeing opportunities to stall his advance and allow the comet to come down for maximum impact
Skink Cohorts - Bunkers for tetto and my skink priest, I managed to get one into a building and left it there, maybe not the best use of it. Tetto's unit also did very little other then being a bunker and lost all but 5 to a miscast.
Terradon Riders - The fireleech bolas were meh, the range wasn't an issue but for warmachine hunting I was wounding on 6's with either Javs or the fireleech so the potential for wounding via poison would have been more beneficial in the long run I feel
6 Chameleon Skinks - Their scout deployment stopped his vanguard move on one of my flanks and then took out a warmachine, I don't think I would need more then 6 in a single unit and a 2nd unit might have been overkill due to the lack of terrain on this board.
20 Temple Guard - Acted as a bunker for the slann but didn't see combat the entire game, hard to say if they were useful or not
Salamanders - Threatened the flanks and took out several dark riders and witch elves on the way, fairly reliable although not being able to march and shoot slowed them down.
Overall I was pretty happy. Im still learning the little details to improve my game, I think I fled too often when I could have risked it.
Feedback would be much appreciated.
So you might have seen my recent plog of my new Lizardmen army and I have finally started playing some games with them.
I will be keeping this log updated with all my games just to keep everything in one place
My first game was 2400pts against Andy from my local Club,
This was the list I took,
Slann Mage-Priest: Becalming Cogitation; Harmonic Convergence; Soul of Stone; Reservoir of Eldritch Energy; Focus of Mystery; Channelling Staff; Battle Standard Bearer (Standard of Discipline)
Skink Priest: Dispel Scroll
Tetto'eko
Saurus Scar-Veteran: Dragonhelm; Dawnstone; great weapon; Cold One
Saurus Scar-Veteran: Armour of Destiny; great weapon; Cold One
10 Skink Skirmishers
10 Skink Skirmishers: Lustrian javelins and shields
10 Skink Skirmishers: Lustrian javelins and shields
10 Skink Skirmishers: Lustrian javelins and shields
10 Skink Skirmishers: Lustrian javelins and shields
22 Skinks: Skink Brave; musician; standard bearer
20 Skinks: Skink Brave; musician; standard bearer
3 Terradon Riders: fireleech bolas
3 Terradon Riders
6 Chameleon Skinks
20 Temple Guard
1 Salamander Hunting Pack: additional Skink Handler
1 Salamander Hunting Pack: additional Skink Handler
He took a slightly unconventional list, he is just trying out different units from the book to see what he enjoys (I have no idea what Items he had on the characters)
Supreme Sorceress: Dark Steed
Dreadlord: heavy armour; great weapon; brace of repeater handbows; Sea Dragon cloak; Dark Steed 190
Master: Dark Pegasus
Master: brace of repeater handbows; Dark Steed; Battle Standard
Master: Cold One
15 Witch Elves: Hag; musician; standard bearer
12 Dark Riders: Herald; musician; standard bearer
15 Black Ark Corsairs: Reaver; musician; standard bearer
Reaper Bolt Thrower
Reaper Bolt Thrower
5 Harpies
7 Cold One Knights
5 Doomfire Warlocks
5 Doomfire Warlocks
I deployed first and managed to win the roll for going first, after my turn 1 he only had 1 warlock left in one squad and cascaded he lvl4 with his very first spell (2 dice for throne of vines, then rolled a 1 for miscast protection, then rolled another 1 for going down the hole very very unlucky), he only killed a handful of Dark Riders with the template.
I slowly mopped up from there, He charged he general into my scar vet, we both fluffed our attack but I lost combat and rolled 11 for my morale test and ran off the board. Other then tetto miscasting the rest of the game was a formality.
A unit by unit review from the game
Slann Mage-Priest: Generally pretty meh, the 3 channels were nice, but other then 1 hand of glory to buff skinks BS to 6 did nothing all game. Hard to say after just a single game that was one sided but did very little. Do I even need him? tetto seemed to do alot of the magic. I could replace him easily enough with an old blood + scar Vet BSB and still have points left over for more men on the ground (basildon maybe)
Skink Priest: Used mainly as a vessel for the slann (would have been more useful if I could roll decent dice), cast a couple of wildforms to buff my Javlins
Tetto'eko - The D3 vanguard moves allowed my Salamanders and scar vets to get into better positions at the start of the game,comet late game finished off his cold one and a bolt thrower. Chain Lightning also put a few wounds on the peg captain.
Saurus Scar-Veterans: Mixed results, one ran off the board le sigh, the other took out the corsairs, harpies and caused the witch elves to flee so earnt his points back
Skink Skirmishers - They did a lot of the heavy lifting, aided by hand of glory they took out alot of the warlocks and the cold ones by forcing wounds, I think 4 units of 10 was enough and allowed for a couple of double fleeing opportunities to stall his advance and allow the comet to come down for maximum impact
Skink Cohorts - Bunkers for tetto and my skink priest, I managed to get one into a building and left it there, maybe not the best use of it. Tetto's unit also did very little other then being a bunker and lost all but 5 to a miscast.
Terradon Riders - The fireleech bolas were meh, the range wasn't an issue but for warmachine hunting I was wounding on 6's with either Javs or the fireleech so the potential for wounding via poison would have been more beneficial in the long run I feel
6 Chameleon Skinks - Their scout deployment stopped his vanguard move on one of my flanks and then took out a warmachine, I don't think I would need more then 6 in a single unit and a 2nd unit might have been overkill due to the lack of terrain on this board.
20 Temple Guard - Acted as a bunker for the slann but didn't see combat the entire game, hard to say if they were useful or not
Salamanders - Threatened the flanks and took out several dark riders and witch elves on the way, fairly reliable although not being able to march and shoot slowed them down.
Overall I was pretty happy. Im still learning the little details to improve my game, I think I fled too often when I could have risked it.
Feedback would be much appreciated.