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TOW ToW 2k game vs Orcs

Discussion in 'Lizardmen Army Lists' started by Raagint, Jul 15, 2024.

  1. discomute
    Troglodon

    discomute Well-Known Member

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    Elementalism and High are both good options. Elementalism is better imo if you aren't taking Lore Familiar which you are. So it's fairly even although I personally prefer battle, especially with Higher State of Mind so I can take hammerhands and fight if needed.

    It's a good list
     
  2. BeardedLizard
    Saurus

    BeardedLizard Member

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    Elementalism / High Magic / Battle Magic / Illusion are all great lores to choose from. I like going High Magic vs Orcs specifically because Tempest stops Fanatics very effectively. Ethreal is very good upgrade for the Slann and I take it almost always unless I'm going against magic heavy armies. If you don't take Ethreal then you need Temple Guard.

    Few notes about your list:
    * It looks strong! Definitely has all the tools to succeed
    * It's currently illegal, only 2 units of skinks can have vanguard/scout
    * Bastiladon really needs the Solar Engine upgrade
     
  3. Raagint
    Skink

    Raagint New Member

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    Hello and thank you for the feedback. I definitely missed the vanguard/scout thing. Here is the updated list:


    ===
    Lizardmen [1998 pts]
    Warhammer: The Old World, Lizardmen
    ===

    ++ Characters [807 pts] ++

    Saurus Oldblood [407 pts]
    - Hand weapon
    - Heavy armour (Scaly skin)
    - Shield
    - Carnosaur
    - Blade Of Revered Tzunki
    - Talisman of Protection

    Slann Mage-Priest [400 pts]
    - Hand weapon
    - General
    - Battle Standard Bearer
    - Lore Familiar
    - Higher State Of Mind
    - Elementalism

    ++ Core Units [556 pts] ++

    10 Skink Skirmishers [60 pts]
    - Hand weapons
    - Javelins
    - Shields
    - Light armour (Calloused hides)
    - Scouts

    10 Skink Skirmishers [55 pts]
    - Hand weapons
    - Javelins
    - Shields
    - Light armour (Calloused hides)
    - Vanguard

    10 Skink Skirmishers [50 pts]
    - Hand weapons
    - Javelins
    - Shields
    - Light armour (Calloused hides)

    10 Skink Skirmishers [50 pts]
    - Hand weapons
    - Javelins
    - Shields
    - Light armour (Calloused hides)

    20 Saurus Warriors [341 pts]
    - Thrusting spears
    - Shields
    - Heavy armour (Scaly skin)
    - Shieldwall
    - Spawn Leader (champion)
    - Standard bearer
    - Musician

    ++ Special Units [175 pts] ++

    Bastiladon [175 pts]
    - Hand weapons
    - Javelins
    - Thunderous bludgeon
    - Solar Engine

    ++ Rare Units [460 pts] ++

    Ancient Stegadon [230 pts]
    - Hand weapons
    - Javelins
    - Great horns
    - Giant blowpipes

    Ancient Stegadon [230 pts]
    - Hand weapons
    - Javelins
    - Great horns
    - Giant blowpipes

    ---
    Created with "Old World Builder"

    [https://old-world-builder.com]
     
    BeardedLizard likes this.
  4. Raagint
    Skink

    Raagint New Member

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    Quick question: I realize deployment is based on many factors however, what things should I keep in mind when deploying my list? E.g. Should I deploy my stegadons on each flank or keep them together? Also do the skinks get deployed to the front of the army ahead of the saurus?
     
  5. TzhunkiHuanchisukaePiangi
    Saurus

    TzhunkiHuanchisukaePiangi Member

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    I usually aim to deploy the stegadons together, flanked by the carnosaur. of skinks I play two units, one that I use as a fencer, if the opponent has a lot of shooting, in front of the infantry. I use the other unit as a scout and place it on the flank left free by the opponent, to arrive in 1 or 2 turns on the war machines or shooter units (javelin and shield = march + shot = 24 potential iu)
     
  6. discomute
    Troglodon

    discomute Well-Known Member

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    It can be hard to get your Saurus into combat with someone committed to avoiding them, such are tows movement rules.

    So in deployment you want them to be able to run towards something else with not much manueverability. Eating a heavy cav charge with shield wall is ideal. Anyway, once something gets stuck in that sandpit you can hopefully charge with the stegs into the flank. That's what you want to base your deployment around.

    Your skinks you want to be able to get around the units that aren't skirmishers so they can't charge due to vision. The skinks then just follow behind them peppering with javelins.

    Have a read of my (many) battle reports. Deployment is my favourite phase and I usually write up how I think things have gone and reflect on if I was right at the end of the game.
     

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