8th Ed. Upcomming Tournament

Discussion in 'Lizardmen Army Lists' started by motherbrain42, Sep 19, 2011.

  1. motherbrain42
    Jungle Swarm

    motherbrain42 New Member

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    hello guys and girls (if there are any :p)

    very soon i will be participating in a bigger tournament. and i am fairly new to the lizardmen. (i´ve only played a handfull of games against chaos deamons, where i´ve won most of the time.)

    the tournament is highly restricted, so i am not able to have a super slaan, or have huge blocks of units wandering around.

    the list is as follows:

    2500

    2496p
    2500/1250/625

    Lord
    (420p)
    Slann: 275p Lore of life.
    Soul of Stone (re- roll miscast) free
    Becalming Cogitation ? (nominate fi wizard 24” 6s are discarded when magic) 50p

    battle Standard bearer: 25p
    Banner of eternal flame: (flaming attacks) 10p

    Items: Enchanted item: plaque of tepok: knows one more spell 15p
    Arcane item: cupped hands of the old ones 45p

    Heroes (440p)

    Skink Priest: 65p
    Arcane item: uranons thunderbolt (bound spell) 25p
    blood statuete of spite (bound spell t- test) 25p
    Upgrade: lvl 2 35p

    Mount : Ancient Stegadon with engine of the gods 290p


    Core (699p)


    Saurus Warriors:(379) 28st, full Command, spear and Shield

    Skink Skirmishers: (70) 10st, blowpipe

    Skink Skirmishers: (70) 10st, blowpipe

    Skink Skirmishers: (70) 10st, blowpipe

    Skink Skirmishers: (70) 10st, blowpipe

    Skink Skirmishers: (70) 10st, blowpipe


    Special (694p)

    Chameleon Skinks (120) 10st

    Chameleon Skinks (120) 10st

    Temple Guard: (449) 26st, Champion, Standard
    champion has Arcane item: ironcurse icon 5p

    Rare

    Salamander Pack (225) 3st Salamander, 9 Skinks



    would apriciate (english not my native language) any feedback concerning this list. whats its strenghts and weaknesses and can i improve it somehow.

    restrictions for the tournament:

    Restrictions
    - Armies are 2500 points.
    - No characters that are: special or named
    - Dogs of War are not allowed
    - A maximum of 5 warmachines may be taken per army
    - Max. 45 models with missile weapons with a range of 20”+ (not incl. war machines, characters and chariots).
    - Unit size; no non-character unit may have more than 40 models or cost more than 450p (incl. Upgrades such
    as Command Group)
    - Vampire Count rules from WD380 may be used in addition to the rules in the Vampire Counts Army Book

    Lizardmen: Salamanders are a 0-1 Choice; Terradons and Chameleon Skinks are 0-2 choices


    Magic Restrictions:
    - No more than five dice may be used for any spell casting attempt (including any and all possible bonus dice)
    - The sixth spell of all magic schools (and skavens 13:th spell) cannot be cast with irresistible force (miscasts
    still occur though)
    - Apart from Winds of magic and Channeling, an army may only generate 2 PD/DD per magic phase.
    - You may have units/abilities that actually would generate more than 2 extra dice, but any excess dice are lost
    - Some magic items/abilities count as generating dice toward this limit.
    - “Count as” items/abilities may never exceed a cumulative 2 PD/DD per phase. This means that if you take the
    Book of Hoeth, you may not take any other items that “count as adding PD/DD”
    - All modifiers are applied from the army list and will not change during the game.
    Detailed description:
    Apart from winds of magic and through the channeling rule, an army may only ever add 2 dice to its power or
    dispel pool in each magic phase. Any dice added to the pool, regardless of source (generated, stolen, stored
    from previous magic phases, generated by magic items/abilities to boost spellcasting before or after the casting
    attempt, produced by spells, lore abilities, and so on) count. Excess dice are simply discarded and cannot be
    used in any way (i.e. - they can’t be stored).
    If a dice is stolen from the opponent’s pool, but your army has already generated two extra dice, the dice is
    removed from the opponent’s pool and then discarded.
    Some special items and abilities DECREASE the limit of power or dispel dice you can add to the pool. We
    refer to those as “count as” items. What this means is that, if your roster includes one “counts as 1 Power Dice8
    (PD)” item, your army can only add 1 power dice (instead of the usual 2 dice) to the pool in each of your own
    magic phases of the entire game (regardless of whether the item is destroyed or used up). Please note that you
    cannot have a combination of items that would decrease the limit of extra power or dispel dice to below zer


    Lizardmen: Beclaming Cogitations counts as +2DD; Cupped hands counts as +2P



    Item restrictions:
    - Each Loremaster ability counts as generating 1 PD each magic phase
    - Any item that auto-dispels a spell counts as generating 1 DD each magic phase.
    - Folding Fortress is banned.

    .........i know right....
     
  2. Iggy Koopa
    Chameleon Skink

    Iggy Koopa New Member

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    Wow. Don't think I'd be participating in this type of tournament. WAY too many restrictions... and I don't even use the Slann!
     
  3. Battlehamster
    Saurus

    Battlehamster New Member

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    Yeah, this tournament sounds way too paranoid about magic (and Lizardmen in general). Someone needs to ask the head tournament guy to show us on the Ken doll where the mean 'ol Slann touched him...

    Seriously, pass on this one.
     

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