8th Ed. Toning down army lists but increasing enjoyment

Discussion in 'Lizardmen Army Lists' started by Thatguyoverthere11, Jan 2, 2014.

  1. Thatguyoverthere11
    Skink

    Thatguyoverthere11 New Member

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    Hey guys,

    I've been perusing the forums looking for list ideas. Right now I play in an area with very few fantasy players short of a distant cabal of die hards. There's really only one guy I play with. 40k is rife, but he's my only convert to fantasy so far. You see, he's a good player but he really likes Ungrol Four-horn and the Flying beastmen lvl 4 wizard (the whole reason he bought beastmen actually) and is trying to perfect his beastmen ambush tactics. My dilemma is that I want to have enjoyable games with him even though he's bringing a lot of 'fun' sub-optimal choices.

    The solution? Take the fun choices I've always wanted!

    I borrow heavily from LizardMatt for whatever reason, so I've built my list similar to what he has described. If my opponent is committing to lot of units then I can do the same to have very interesting, tactical battles as we maneuver around eachother. Here's the list.

    Gor-Rok (general)
    Tetto'eko
    Skink Priest, Level 2, Beasts, Cube of Darkness
    Saurus Scar-vet, BSB, Great Weapon, Shield, LA, Ironcurse Icon (No more hero points!!! lol)

    25 Saurus Spears, FC
    10 Skink Skirmishers, blowpipes
    10 Skink Skirmishers, blowpipes
    15 Skink Cohort, FC, Kroxigor

    3 Ripperdactyls, champion
    3 Ripperdactyls, champion
    1 Bastiladon, Solar Engine
    1 Bastiladon, Solar Engine
    5 Chameleon Skinks
    5 Chameleon Skinks

    3 Salamanders with 10 Handlers
    1 Ancient Stegadon, Engine of the Gods, Unstoppable Stampede, Sharpened Horns


    The army is going to revolve around board control. The Skirmishers and spear block to some extent will let me control his moves. They can block a good amount of the table. The rest of the army is going to maneuver around the spears to find favorable match ups. I do feel as if there is no 'hammer' unit. The other list I have floating around has a big block of Kroxigors to smash folks. There's a lot of shooting here and typically I prefer close combat. Heck, even just typing this up has helped me figure out what changes I want to make.

    Honestly, looks like all support with no fighting blocks right now... I'll play around with it.
     
  2. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    I'm not convinced of taking champions on the Rippers. I could see those points better elsewhere.

    Like you said, lots of support in that army. They just need something to support. Perhaps up your Saurus to 35 and get rid of the Skirmishers? Or maybe split the skirmisher points into the Skrox and Saurus block so you have a couple fighty units. You have plenty of chaff without the two units of skinks.
     

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