Hi folks - I haven't posted in a long time, but I'm back with the new book and a friendly tourney (2400pts) just around the corner and I would like some advice from you venerable lot. I'm not after a cheese fest, just a list that is fun for me to play and hopefully fun to play against... whilst also being a PITA for my mates! I'll be facing Dark Elves, Nurgle Demons, Dwarfs/Dwarves and either High Elves, Wood Elves or VCs. *EDITED AS THIS IS COVERED IN TEH NEW POST BELOW*
*bumps* Here's my updated list. I'm assuming maximum points spent on magic items for all necessary characters, but we can come to that at the end... OK, so here's what I have: Lords: Old Blood (100pts Magic Items) (There is a great thread with best builds for this guy, so it's just a case of deciding which set up suits my style I guess) Heroes: Skink Priest, Level 2 (50pts MI) Skink Priest, Level 2 (50pts MI) Skink Priest, Level 2 (50pts MI) Core: 36 Saurus, full command (HW/shield) 12 Skink Skirmishers (Javelins/shield) 12 Skink Skirmishers (Javelins/shield) Special: 10 Chameleon Skinks 20 Temple Guard, full command (25pts MI, 25pts Magic Standard) 7 Cold one Cavalry (Spears, full command) Stegadon, Sharpened Horns 3 Rippers total 2,397 pts. I've had to drop a CoC and two chameleon skinks to get to just under 2.4k, but I may be able to reintroduce these if I don't reach my full MI allowance. Is it worth tooling up the skinks with MI? Do I sacrifice another CoC or two for a Scar Vet on Cold One to just rampage around causing mischief?! I intend the Old Blood to be tucked up with the TG. This will be only my third time playing Lizardmen, and my first time playing Warhmmmer in over 18 months.
A few changes you could do in my opinion. - Get as slann If you can. Else drop a skink priest. 2 lvl 2 priest and maybe a bastiladon/solar engine do the trick in the magic phase. - You should definitly get Cow Boys instead of the COC they really are a pain for the opponent to deal with more than COC. - Same for the oldblood. Betted on a cold one to assist where you need it the most. - 10 is enough for the skirmishers really.l - 10 chameleon is too big of a footprint. Get two unit of 5/6 or one of 8. - the 3 ripper are probably only going to be able to chase warmachines, lone heroes and small chaff. If you're fine with that it's ok. Else buff the to 4/5 models. - Uprage the steg to ancient. for a few point more you get 6 strengh the blowpipes +1 to the save. - With the changes, if you can squeze 1 salamander. They may not be usefull but from time to time you'll burn 15 models in one turn....
Thanks you for your response, Theophaniel. I appreciate you taking the time. I'm limited models wise, and sadly a Slann isn't in the budget this month. The Bastiladon has really grown on me, but again he's not made it in due to financial reasons. But they are on the next wave of purchases! I'll look at the cowboy option in more detail. Pretty sure I've seen a thread about them on these very pages. Likewise Old Blood on CO. I'll reduce my Skink units accordingly. I was concerned that many Chameleons would be a bit much! Rippers - again limited to just the 3, but upgrading the Steg isn't an issue. Thanks again. I just wish I'd brought my army book to work - it's going to be a slow day!