Wanted to post this list for discussion Its from the top 10 General in the UK and their tournament lists: Heres the lone lizardmen player in the top 10: Martyn Cooper Lizardmen Slann Mage Priest LIGHT, GEN, focused rumination, Earthing Rod - 300 Slann Mage Priest METAL, BSB, Soul of Stone - 300 Skink priest, Cube of darkness - 105 Saurus scar veteran Lt ar, Coldone, charmed shield, Warriors Bane - 120 Saurus scar veteran Lt ar, Coldone, Halberd, amulet of itzl, dragonshelm, Luckstone - 159 Saurus scar veteran Lt ar, cold one, Shield, Dragonbane Gem, Tormentor Sword - 123 10 skinks, blowpipes - 70 10 skinks, blowpipes - 70 10 skinks, blowpipes - 70 24 skink Cohorts, 3 krox, Mu - 291 24 skink Cohorts, 3 krox, Mu - 291 10 skinks cohorts - 50 5 chameleons - 60 5 chameleons - 60 3 Terradons - 90 3 Terradons - 90 2 Salamanders - 150 Weird List eh? No TG no Saurus, Where do you think he runs his SV on Cold ones? solo?
Unit of 3 scar-vet on cold ones.. One Slann at each end of the board. No idea why no cupped hands? This is definitely a strange list.
I would bet that there is no cupped hands due to the some restrictions and or comp for the tournaments that he is playing in. I would love to see a battle report on youtube for some of his battles with that list. I love me a skink army.
He could be running all of the characters on the same unit to protect the SMPs. The General is defenetly providing the protection buffs but it looks like he is mainly casting with his BSB. It seems to me like he is just screening his Characters and his Skrox units with all of the rest. Obviously he is unloading tons of poison shots in the process. He is probably fleeing with his screens to set up an optimal charge for his Skrox units. With the new rules if you set up your units close enough that they have to flee through they won't get caught and the charger only gets 1 re-direct, which will probably flee through another unit that's close by negating the "run down". That should leave the charger right in front of a ton of more skinks ready to shoot their blowpipes. Assuming I'm even close to guessing right, I picture his deployment to have a character unit in the center, flanked by Skrox units, and behind a whole mess of Skirmies and plain skinks. The Sallies are probably behind the main skink line for protection to be used against an adequate target. It goes with out saying that the Chamos will go after the WMs. Terradons are probably for screening what ever gets through the skinks or for re-directing troops/frenzies. Now I'll be wondering if I was even close... I MUST CALL MARTYN COOPER!!
I have stopped looking at the UK list just because there comp is so restrictive. They play a totally different game than here in the US. Not that its bad just not all that tactically helpful.
From the look of the list and given my limited understanding of UK comp restrictions, I can see why the list did so well. Here are the advantages of the list IMHO: 1) A total of 9 deployments - big advantage vs elite, horde lists since he will be able to drop garbage the first 4-6 deployments and complete freedom to put the skrox and sallies wherever needed. 2) Speed & mobility- virtually everything is move 6" or better. The list would be on top of just about any other army on turn 2 or, conversely, could avoid death stars while whittling them down with magic and shooting. 3) Scouts & vanguard - 4 units worth to go after squishy, high value targets. 4) Disposable units - the list can lose all but the skrox and still have about 75% of its points remaining. 5) Magic - two slaan with two completely different lores, one offensive and the other defensive. 6) Choppy characters - three mounted scar vets can lay a serious beating on just about anything. Toss a skrox unit into the flank while the SV's attack the front and it will be time to run for anything that isn't steadfast. Given all these attributes, I can see why the list did well as it is very flexible and can do well in every phase of the game. Still, seems strange to see a lizzie army without any saurus!!
Thats some very good points. In the hands of a master general I could see how this list could dominate anything. But a saurus block is really useful at high attack but low stat army blocks, and I throw the Skrox at the heavily armoured or GW'ers. By only having one infantry type you lose out on some flexibility. Anyways i bet I'd get whooped with a list like this. I like my block of TG, Block of Saurus, Block of Skrox and just push forward.
I really like this list. Notice that his CC units all cause Fear, even though it's not that great of an ability anymore. Still handy for keeping the Skrox units from being reduced to WS1 if they are buffed from LoL. I could see him flanking with the Scar-Vets while holding up main blocks of infantry with the Skrox and panic-inducing Sallies. The skirmishers are great for causing unintentional charges. I've done that a few times to trick my buddies into charging my Saurus blocks, or at least to set them up for a charge from one of my CC units. Plus the all of his units can more than likely run down any unit that they break. That extra 2-inches of movement can make a huge difference.
I'm guessing that a newbee player should not even read this. I have to go look up what the abbreviation TG means. I have only really played two games ever and all I really learned is that blowgun skinks are really good. The building of a list, the equipping of characters and the tactics for tactical retreats, trick charges and using fear units is totally beyond me. Somebody should link me up with some of the good tactic threads that you have found helpful. Hit me with a PM. As for this list. I love the use of nontraditional units and when someone brings something new to a tournament and shows people that you can do more than just bring the standard lists. Jobz a gud un.
Hello, This list is siuted for last years Euro restrictions. In euro 2012 we can only have 2 Scar Vet cowboys. The lack of sauruses is quite obvious, They are far to expensive for what they do, and Tg take Special chocices and cost 16 points, and can't use HW+shield, so that makes them near useless. In ETC you can only generate 2 Power Dice and 2 Dispel Dice per turn, and Every dispel scroll counts as 1 Disple Dice generated. I don't like these restrictions, esp, when HE have +100 points for army to a total of 2500, and can generat 3 DD/PD, And the Book of Hotek isin't banned, because with ETC it is no longer Warhammer, but a Warhammerish cancer Good thing that in my local base we don't use these rules, we only use the Simple line of sight instead of true line of sight from the AB, and limit the maximum dice a player can use to 12, to prevent stupid Delf mass castings