This is my second setup, my first one got creamed by Ogres. So I am gonna try this one. Lizardmen 1000p HERO: Saurus Scar-Veteran - Enchanted shield - Luck Stone - Sword of Striking - Cold One Skink Priest - Level 2 wizard - Cube of Darkness - Dragon Helm CORE: Skink Cohort*24 - Musician - Standard - Kroxigor - Kroxigor - Kroxigor Saurus Warriors*15 - Standard - Musician SPECIAL: Cold One Riders*8 - Standard - Musician What do you think of this set up? I will mostly face Ogres and Chaos Warriors.
As a fellow Swede I'll have to give my 2 Öre. (Cents for you other fellas) First isn't Dragon Helm a magic armour? In that case your priest can't take it. Sadly. If you want the 2+ ward vs flaming I suggest Dragonbane gem in the enchanted items section. A cohort will die quickly and the Kroxigors seems to just be a waste of points. Rather have a bastiladon for the same points. Cold ones are nice thought I can see them fall easy from both from Ogre shooting and WoC CC. Personally I would take a totally different list to fit my playstyle. Nevertheless. Good luck! Krossa dem för fan!
I changed it up to this setup instead. And I know that Krox with skinks isnt optimal, but I just like the unit And I know that the skinks will die in horrible numbers, this is not my way to play any game. Normaly I dont like to anything that is some sort of sacrificial unit. But I just the big Krox with those small skinks. As the points will get higher I will also put in TettoÉko in that krox-unit. Or atleast I will have that possibilaty. HERO: Saurus Scar-Veteran - Light Armor - Dragonhelm - Dawnstone - Halberd of Striking - Cold One Skink Priest - Level 2 wizard - Cube of Darkness CORE: Skink Cohort*24 - Musician - Standard - Kroxigor - Kroxigor - Kroxigor Saurus Warriors*13 - Standard - Musician SPECIAL: Cold One Riders*8 - Standard - Musician
Well here's a list that worked for me against ogres, the Lord choice is an very important part of this list because he don't die in these battles, only if you have loaded dice and only roll 1 all the time! Saurus Oldblood - Sword of might - Armour of destiny - Dawnstone - Shield Oldblood has 1+ rerollable and 4++, Strength 6 Lv. 2 Skink Priest w/ Lore of Heavens - Ruby ring Always swap one of your spells for the signature spell! Very good spell in games with these sizes. Try having two augment/hex spells! Because you have ruby ring 29 Saurus Warriors - Musician - Banner 11 Skink Cohorts 3 Ripperdactyl Riders 3 Ripperdactyl Riders Flank the ripperdactyls, try to get behind the enemy after vanguard, the priest is to support your units which are in combat. If you play against Mournfang Cavalry then you have to put your oldblood (with 29 saurus) to that unit! The rippers could take care of the rest of the units because you have two blot toad markers which let you mark almost the half of his army!
Okej, after a trip to the store I have changed this up a bit. And I will be facing Ogre, Warriors of Chaos and Dark Elfs (with only fast cavalry and a warhydra) I threw out the Skinks/krox and I put in Rippers and a Bastiladon. Tactics is to Toad the mournfangs and then land 1" behind them. This forces them to either turn around or to run away. In either case they will not be able to charge me and I will be able to charge them instead. The mournfangs was a problem I really needed to solv and I belive that this is the answer for that problem. I haven´t battled with the two others yet so I dont know what the problems will be with them. The Dark Elfs will however be a problem since I cant catch them. And my magic wont be enough I think. HERO: Saurus Scar-Veteran - Light Armor - Dragonhelm - Dawnstone - Sword of Striking - Cold One Skink Priest - Level 2 wizard - Cube of Darkness CORE: Saurus Warriors*12 - Standard Saurus Warriors*12 - Standard SPECIAL: Ripperdactyl Riders*3 Bastiladon - Solar Engine Cold One Riders*5 - Standard
The haæberd of striking is not an existing item - you do not get to make regular weapons magical. You could not for example have a giant blade great weapon for +5 strength. You get a hand weapon which is magical - the text intends for it to be that his sword, or his axe, or his club is of striking his regular handweapon is thus suddenly titled "handweapon of ***".
Hmm you can better combine the two saurus units, 24 saurus (6x4)! If the necessary you can add the scar-veteran to this unit to clam your 4+ lookoutsir (not same unittype)
A bit of a rule question. Since I know that this will be a discussion in my group. The Rippers has Frenzy. Must charge if able to. They also has Vanguard. May not charge the first round if I win the diceroll to start the game. Wich rule trumph the other rule?
Next weeend I will expand this set up to 1200p. Just adding more Warriors and more cold blods. I will meet with my friends Ogres that has a list as follow: Firebelly (with ironguts) 6 Ogres 5 Ironguts 4 Mournfangs 4 Ledbelchers So it will be intresting to see how it goes.
And another rulequestion: Rippers needs to be 3+ to form a unit. Is it possible to take 2 rippers and add skinkshief on ripper to add the 3+? Of do a unit with that set up need 3+ skinkshief/ripper?
you need 3 regular rippers, and you cannot per the normal rules join a chief on a ripper to that unit, unlss your friend allows it. The BRB states that you cannot join units of fliers, no exceptions are noted in our army book. Hope this helps
Thanks for bringing clarity on that. What about this question? The Rippers has Frenzy. Must charge if able to. They also has Vanguard. May not charge the first round if I win the diceroll to start the game. Wich rule trumph the other rule?
If you vanguard and you go first the rippers aren't allowed to charge even if they have frenzy! If you vanguard and you go second the rippers are allowed to charge so they must charge because of their frenzy! The first scenario is good for you, because you can bring them into a great position! If the second scenario you can have some problem with redirecting blocks, Ogre sabretusk for example... With a leadership of 5 you won't be able to pass your leadership check often!
I shall see if it is possible to keep them near my general for the first round so they can se his leadership.
Tomorrow I will try my 1000p army against WoC and Empire. And I have a 1200p setup that shall be game against Ogres. Really looking forward to this and hoping for the best
1000p HERO: Saurus Scar-Veteran - Light Armor - Dragonhelm - Dawnstone - Sword of Striking - Cold One Skink Priest - Level 2 wizard - Cube of Darkness CORE: Saurus Warriors*12 - Standard Saurus Warriors*12 - Standard SPECIAL: Ripperdactyl Riders*3 Bastiladon - Solar Engine Cold One Riders*5 - Standard