8th Ed. Very New to Lizardmen

Discussion in 'Lizardmen Army Lists' started by chaoswaffles, May 11, 2011.

  1. chaoswaffles
    Jungle Swarm

    chaoswaffles New Member

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    So im entering a 2250 tourney with a skaven, orks, ogres, vc, empire, we, he, and maybe some chaos oh and dwarfs

    What i have is about
    36 skink skirmishers
    24 skink rank and file,
    30+ saurus,
    40 temple guard,
    3 terradons (one being tiktaqto)
    10 chameleon skinks
    3 kroxigor
    16 cold one knights
    2 steggys one ancient one reg
    4 salamanders
    4 razordons

    2 skink chiefs
    kroqgar
    slann


    so i just dont know what works in tourneys. ive tried playing 4 games and im am currently 0/4
    so any advice would be great. i think i want more skinks
     
  2. Arli
    Skink Priest

    Arli Moderator Staff Member

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    I do not know what your play style is, but I can tell you what I think is essential. I would take at least:

    slann (lore of Light is my preference, but Lore of Life works well also)
    BSB with banner of discipline (+1 ldrship for the win)
    cupped hands
    Focused Rumination (extra power die for each spell)
    Focus of Mystery (loremaster)
    Becalming Cogigation (no 6s for caster within 24 inches)

    Heroes
    Skink Priest lvl1
    forbidden rod
    Amulet of 4+ ward vs first wound

    Skink Priest lvl2
    plaque of tepok (extra spell)
    Amulet of Itzl (2+ vs first wound) or amulet of protection (5+ ward)
    EOTG (optional) on this (would be useful against HE for impact and useful against high armor as no armor saves are allowed for burning alignment)

    or instead of EOTG, use the skink chief on Stegadon with war spear (2d6+1 Str6 impact hits) really eats up ASF high elves.

    Core

    A lot of people here will recommend Saurus units of about 30-40 Plus some skink skirmishers to screen them. Myself, I like skink armies. I would run:

    1 horde unit of skinks with 3 Krox (probably about 40-50 skinks) full command. Remember, this unit causes Fear too.
    1 or two units of cohorts about 20 (to use as a redirecting unit), command optional.

    Special
    Chameleons: 2 units of 5 (war machine hunters at their finest)
    Temple Guard x 20 full command (usually with the razor banner for the -2 to AS, but otherwise the +1 combat rez banner)

    Teradon rider x3 (use tik'taq'to as a regular teradon) These guys will be good for war machine hunting as well. Vanguard move makes them pretty quick to get the war machines too. Drop rocks is a good thing as well.

    Rare
    2 units of 2 salamanders with extra snack (handlers), cause they will be eaten! These units are probably going to be your MVP most of the time.



    As to the Razordons, I do not own any. I have heard that they are awesome flank protection as they get 2 rolls on the artillery die for their stand and shoot reaction. Plus it is a str4 attack.
     
  3. chaoswaffles
    Jungle Swarm

    chaoswaffles New Member

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    cool thanks for the advice, i really like skinks i was playing with units of of 10 or so for the skirmishers to help deflect charges and widdle down units. I dont have a real play style. I played skaven for several years and i went undefeated over 5 years. But lizardmen i just cant seem to get right

    so any advice will be help full
     
  4. Arli
    Skink Priest

    Arli Moderator Staff Member

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    Just play around with the lores, you will find one that suits you. I have used almost all of them. My favorite is Lore of Light. I love getting birona's timewarp off in turn one. Pha's protection has protected me from war machines many times until my chameleons get there.

    Least favorite lore would be Death. Purple sun makes my slann explode or misfire then get killed (no kidding, every time I cast that spell).
     

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