8th Ed. Starter List - 2500 points

Discussion in 'Lizardmen Army Lists' started by rothgar13, Apr 18, 2012.

  1. rothgar13
    Saurus

    rothgar13 New Member

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    Hey all,

    I'm trying to get into Lizardmen, so I've read up on them a bit, asked a couple of questions here in the forum, and figured I should put up a list and work on it from there. Without further ado...

    Starter List - 2500 points

    Core - 669 points
    39 Saurus Warriors, Full Command [Scar-Veteran with Crown of Command goes here]
    3 x 10 Skink Skirmishers [Skink Priest goes in one of these]

    Special - 800 points
    3 x 5 Chameleon Skinks
    35 Temple Guard, Full Command, Blood Statuette of Spite [Scar-Veteran with Armor of Destiny and Slann go here]

    Rare - 150 points
    2 x Salamander Hunting Pack

    Heroes - 421 points
    Saurus Scar-Veteran, Armor of Destiny, Shield
    Saurus Scar-Veteran, Crown of Command, Dragonhelm, Light Armor, Luckstone, Shield
    Skink Priest, Cube of Darkness, L2 Wizard [Lore of Heavens]

    Lords - 460 points
    Slann Mage-Priest, BSB, Cupped Hands of the Old Ones, Focus of Mystery, Standard of Discipline, The Becalming Cogitation, The Focused Rumination [Lore of Light]

    Grand Total: 2500 points

    The army is fairly basic in concept - I have 2 Hordes of Stubborn combat troops, plenty of Poisoned shooting, the infamous Slann magic engine, and some Salamanders on the side to help grind stuff down. I've opted for Lore of Light over Life in part because I have a lot of Saurus who get more mileage out of WS10/I10 than they do T6-8 and Regen 4-5+, and in part because this army would otherwise feature a big weakness to Ethereal because of the lack of magical attacks. The Saurus Warrior in the Slann unit can handle challenges, whereas the other is more of a support character for the unit. I did want to try and sneak some Terradon riders in there, but I ran out of points, and I don't think I'd run less than 2 units if I did choose to bring them.

    Anyway, what do you guys think? Feedback welcome. :D
     
  2. Slann Mage priest
    Jungle Swarm

    Slann Mage priest New Member

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    I would deffenty put some extra sking handlers in because they can be eaten very quick if your dice rolling is as bad as mine
     
  3. Dunya
    Chameleon Skink

    Dunya Member

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    Seems solid, if a bit dull. I don't think this'll provide the most interesting games known to man, but it could definitely work, though you might end up being very reactionairy with only 2 real units.

    If I have one critique its that I think your Saurus characters are a little too defensive considering they're tucked inside units. I'd either drop the Armor of Destiny guy entirely, or give him a Cold One and Great Weapon and use him as more of a troublemaker, otherwise I think you'd be better off just funneling those points into more saurus/tg or the Terradon squads you mentioned, as he is never going to earn back his points through wounds caused.
     
  4. rothgar13
    Saurus

    rothgar13 New Member

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    Yeah, I am a bit worried about how plodding this list threatens to be if I don't get Birona's early and often. I do want my Saurus characters to be defensive, though, because my goal with them is to safeguard my Slann against killy characters and my Saurus block against flubbed rolls, respectively.
     
  5. Dunya
    Chameleon Skink

    Dunya Member

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    Well almost nobody is going to be directing attacks at anything besides your regular TG as they simply need to go down before the Slann can be killed. If they do go down though, there's a good chance the Scar-vet will flee along with the Slann due to a heavy combat res loss, I still don't really see his purpose.
     
  6. rothgar13
    Saurus

    rothgar13 New Member

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    Fair enough. I'll look into alternative ways to spend the points.
     
  7. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    First off, great list. It'll play like a wood chipper. 6 units of skirmishers is great for getting baddies into the right position. Are you going to run the Salamanders as a team or solo? I'd recommend them going as a team so you can have an impromptu flanking unit.

    You'll be fine without Terradons in this list. The Chameleon Skinks will serve almost the same purpose.

    Lore of Light is good. Higher initiative is needed for our army, but regrowing a horde of saurus is just terrifying for your opponent. I have been under the impression that buffed attacks from Lores do not count as magical unless they are from Lore of Metal. Correct me if I am wrong though.

    The key word there is "if" lol. The odds of that unit fleeing are very, very, very, very slim. Stubborn, Ld 8, cold blooded, re-roll due to BSB means that they are 98.8% likely to pass any break test. I can't think of a single game where I have lost more than 15 TG during combat, so combat res counts for nothing against them. Honestly, your biggest worry is a miscast from the Slann.

    The Scar-vet is an excellent addition to that unit as well. He can "make-way" to any horrible threat while the unit champ ties down heroes that challenge you. If they overkill the champ, no worries! You're stubborn! Dragon on the flank? No problem! Scar-vet is all over it. Though I do agree that you should change his gear. Here's why:

    Armor of Destiny == Awesome for his survivability, but bad for his killing power.
    Shield + HW combo == Adds +1 to your armor but the parry save is lost due to the AoD Ward Save.

    Also, you are missing out on a magic weapon or the ever favored GW+VoFFF combo. S7 poison is great for those pesky flanking units. If you are worried about ASL, use a Halberd. If you want to keep the beefy armor, at least give him a better weapon in place of the shield.
     
  8. rothgar13
    Saurus

    rothgar13 New Member

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    Yeah, the attacks won't count as magical, but I plan to employ liberal amounts of Shem's Burning Gaze and Banishment to blast those pesky Ethereals.

    OK, so maybe I should make the Scar-Vet in the Temple Guard a little more killy. I'll look into that as well.
     
  9. Dunya
    Chameleon Skink

    Dunya Member

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    I think the risk of losing all the TG through combat is small, but that doesn't change the fact that it is what your opponent will look to do. People will probably be trying to tie down the saurus with a steadfast unit and saving a Dispel Scroll for a turn of key combat where everything will be going against the TG, there is very little to stop your opponent on focusing all effort on that 1 unit. I think you'll definitely come out ahead in most games with this list, but it'll very much be the opponent who dictates the flow of the game.
     

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