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8th Ed. Feedback on 2500pts list!

Discussion in 'Lizardmen & Saurian Ancients Army Lists' started by [SaurusCommissar], Apr 28, 2014.

  1. [SaurusCommissar]
    Jungle Swarm

    [SaurusCommissar] New Member

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    Hey guys. I decided to finally stop mooching of of the forum by browsing through the threads and actually create an account of my own so yayy for me! Anyway I figured Id kickstart my new membership by asking you guys to butcher my latest 2500pts list for me. The only thing Im deadset on not changing is the fact that it's a No Slann list.

    If it's of any use to you I can also tell you that I usually face Empire, Warriors, Deamons, Beastmen, Ogres, Dwarves and my dear friends beloved Skaven (he has no idea how much I wanna stomp the living s¨¨t out of some of his models, or maybe he does....)

    Ok so here it goes. 2500pts No Slann list!

    Saurus Oldblood (General) Armour of Fortune, Dawnstone, Crown of Command, Warrior Bane, Shield.

    Saurus Oldblood, Cold One, Talisman of Preservation, Glittering Scales, The Other Tricksters Shard, Great Weapon.

    Saurus Scar-Vet, BSB, Armour of Destiny, Shield.

    Saurus Scar-Vet, Cold One, Sacred Stegadon Helm, Luckstone, Potion of Foolhardiness, Lightarmour, Great Weapon.

    Skink Priest, lvl 2, Dispel Scroll.

    Skink Priest, Cube of Darkness.

    30 Saurus Warriors, Standard & Musican.

    2x10 Skink Skirmishers.

    10 Skinks

    10 Skinks, 1 Krox, Musican

    3 Terradon Riders

    9 Cameleon Skinks

    6 Cold One Riders

    Bastiladon (Solar Engine)

    Ancient Steg, Sharpened Horns.

    It all comes out to 2498pts if Im not mistaken.
    Be as brutal as you want.
     
  2. Zwuppie
    Razordon

    Zwuppie Member

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    You are a brave warrior to play without a slann, without a carnosaur!! Let's take a look, starting with the lords and heroes sections:

    The General looks good, could be better, but good. The other is also quite OK, better then the general!
    Your general claims a 1+ rerollable and a 4++ and your oldblood cowboy has a 1+ rerollable, 2++ against flaming and the enemy almost always hits you on 6's. Then you don't need a wardsave!

    Your BSB is going with your general I think and has enough protection with the equipment you gave him! The Scar-veteran Cowboy has with this build more chance to success i think.. But let both cowboy's go on their own!

    Lv2 beasts is for the character buffs and the heavens signature for the -1 to hit -1Ld spell!

    This looks pretty solid to me, However 4x10 skirmishers with javelins and shield would do better! Drop the 6 Cold One riders, maybe you can find some points to bring a second Bastiladon or ripperdactyls!

    Hopefully this can help you a bit!
     
  3. [SaurusCommissar]
    Jungle Swarm

    [SaurusCommissar] New Member

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    Thank you Zwuppie for you reply!

    With the general build, I was a little conserned with his survivability so I'll take you up on that. Im a little worried about loosing strength 7 on my cowboy oldblood though as it tends to help with both wounding and punching through armour. But maybe one strength 7 nutjob running around is enough.

    As far a the Scar-Vet Cowboy goes I had no idea how to build him as I usually go less heavy on saurus characters and used up quite a bit of magic items on the other ones. Your build looks solid though so I'll go with that one too.

    As far as the Lores for the Skinkpriests we are on the same page!

    I'll drop the cold ones and turn the regular skink unit into a skirmisher unit. Im keeping the tiny Skrox unit though just because I really like the look of it on the battlefield (sometimes you just gotta go with what the heart tells you too haha)!

    I'll look over all the points values and put up a revised list later tonight. Your feedback has been much appreciated!
     
  4. [SaurusCommissar]
    Jungle Swarm

    [SaurusCommissar] New Member

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    Ok guys here comes the revised list, with a lot of Zwuppies pointers in mind.

    Saurus Oldblood (General), Talisman of Perservation, Enchanted Shield, Crown of Command, Warrior Bane, Light Armour

    Saurus Oldblood, Cold One, Glittering Scales, Dragonbane Gem, The Other Tricksters Shard, Fencers Blades

    Saurus Scar-Vet, BSB, Armour of Destiny, Shield

    Saurus Scar-Vet, Cold One, Gamblers Armour, Luckstone, Potion of Foolhardiness, Great Weapon

    Skink Priest, Lvl 2, Dispel Scroll

    Skink Priest, Cube of Darkness

    34 Saurus Warriors, Standard & Musican

    3x10 Skink Skirmishers

    10 Skinks, 1 Krox, Musican

    3 Terradon Riders

    9 Cameleon Skinks

    Bastiladon, Solar Engine

    Ancient Stegadon, Sharpened Horns

    2 Salamanders

    I really like that fact that enough points were freed up to get the Salamanders in the list aswell as slightly flesh out the Saurus unit.
     
  5. Zwuppie
    Razordon

    Zwuppie Member

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    I'm pleased to see a lot of my suggestions, however it is still a list in a way i never played! So i'm curious about the results of a battle with this list! Maybe read a few tactics about using terradons before playing, using hit 'n run and cowboys, and remember to use the solar engine magic missile as the first spell, 2 dice if you have enough dice and get it of mostly people wants to dispell! so you can get dispeldice of their pool before you play with beast magic and iceshard blizzard.. The last spell which you have to cast is iceshard blizzard, because you want that spell got of, hoping that the enemy has no powerdice left..
     
  6. [SaurusCommissar]
    Jungle Swarm

    [SaurusCommissar] New Member

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    Yeah I have to admit I don't have an awful lot of experience with Terradons but my general idea was just to go after warmachines, hopefully dropping rocks on some chaff unit on the way up the board and then do some late game redirecting if they are still around. My schedule has been pretty packed latley but I'll be sure to put up a short notice of how it does if I can squeeze a game in anytime soon.

    Im really looking forward to seeing how the whole no Slann thing works out!
     
  7. Zwuppie
    Razordon

    Zwuppie Member

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    The hit 'n run special rule of the terradons is something you have to use! When you get charge you can flee and next turn you will rally automatically! So you can keep them alive! Vanguard 12" and move them over the flanks! Then move them over the units of the enemy with a 20" flymove and in turn 2 you can be ready to rampage! If you are lucky you can possibly charge in turn 1!
     

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