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8th Ed. Tournament Competitive 2'5K Lizardmen

Discussion in 'Lizardmen & Saurian Ancients Army Lists' started by cashzombie, Sep 24, 2014.

  1. cashzombie
    Skink

    cashzombie New Member

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    Hi, lizardmen of the world.

    I've been trying as many options as I've been able to, in order to find the proper army list for me.

    There are things I will change in some time (I'm sure of that, so don't worry if you see something strange in the army), but I've been having enough success with this list in the competitive environement that I wanted to ask you what would you change before I get mad thinking about it.






    - Slann: High Magic, Focus of Mistery, Channeling Staff, Harmonic Convergence, Becalming Cogitation and BSB

    HEROES

    - Scar Veteran: Cold one, great weapon, light armour, Dragon Helm and Talisman of Endurance
    - Scar Veteran: Cold one, great weapon, Armour of Fortune and Dragonbane Gem

    - Skink Priest: Lvl. 1, Beasts, Dispel Scroll

    CORE UNITS

    - 35 Saurus warriors: Full command
    - 10 Skink Skirmishers : Javelin and shields
    - 10 Skink Skirmishers : Javelin and shields
    - 10 Skink Skirmishers : Javelin and shields
    - 10 Skink Skirmishers : Javelin and shields

    SPECIAL UNITS

    - 36 Temple Guards: Full command and Razor Standard
    - 5 Rypperdactils
    - 8 Chameleon Skinks
    - 8 Chameleon Skinks


    The list doesn't hide many misteries, but gives me enough flexibility to face any enmy I find.

    High magic for Hand of glory and Walk between worlds (and Soul Quench against those popular elven MSU), the rest is situational but can be changed for something cooler.

    Twin Cowboys with 1+, 5++ and 2++ against fire. Not needed more depth, I think hahaha :rage:

    Rippers to fear my enemy and destroy those pricey characters and the again popular cavalry units

    But the best thing of the list is the stength of the two blocks, being this big, enemies have difficult times trying to kill them, what makes them try to kill the skinks, what leaves me free way to get a bigger amount of their points while mine are pretty safe between this mass of scaled muscles.

    I tend to lose around 300pt of chaff, something I can easily get of my opponent during the game while my forces get theirs more easily. So, yeah, I've found a use for the regular saurus and that's BEING THERE. Terrible, I know, but effective as long as you have a second threatening unit looking at your enemy.

    With that said, I'd like to see your thoughts of the list and the options I might have forgiven,

    Thank you!
     
  2. DarkenAvatar
    Jungle Swarm

    DarkenAvatar New Member

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    I like the list in general, but I wonder how you deal with flying monstrous creatures. that has pretty much been the bane of my lizardmen the entire time I have played them. especially if they have a good armor save as my skinks wont be able to deal with them effectively.
     
  3. TheGreatFatSlann
    Skink

    TheGreatFatSlann Member

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    It seems like a solid list, and the horde of 40 TG can wreak annihilation across enemy ranks (i dare not even imagine if you got off wyssan's on them; theyd be eating 1+ chaos knights for breakfast).
    You could try adding another ripper and then splitting them into 2 units of 3 for greater manoeuvrability.
    With only 2 big fighting units on the board, however, your opponent might be able to chaff / redirect you whilst he takes you down with shooting / magic. perhaps you could ditch the second scar-vet and put the first one on a carnosaur? that way not only would you add another juicy chaffing / shooting target, but also create a third threat on the board. In the perfect scenario, you could walk between worlds him 20'' to behind the enemy lines, which would cause panic in the player and possibly in his untis, disrupting his play entirely.
    And if you find yourself with some spare points (which im sure you wont, but i havent done the math) a third unit of rippers would always bode well
     
  4. cashzombie
    Skink

    cashzombie New Member

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    As an old school lizardmen, being able to deploy such a TG unit is a joy for me, specially with High Magic, giving me access to HoG, Wyssan's and WBW (nothing is cooler than moving your TG to the face of your enemy in turn 1, nobody expects that massacre)

    I like rippers, but I'm not sure of the small units, I really like the idea of bringing more toads, but I feel that they won't have the same impact in combat.That's why I started increasing their number, 5 last longer and make them easier to buff with the slann. Anyway, I'll try to find points and give it a try. Also, I've been thinking in monsters this weekend, so your comment has been most welcome hahaha. With magic, 6 units of skinks and the rippers, I've never been chaffed, not even agains those infernal elven MSU. The only real problem in my meta for this list is me, I'm not made for playing static, It's like playing a videogame in easy.

    I'm planning to go back to full skink core, leaving home some things I don't feel useful at all and bringing the scarnosaur and the EoTG back to the battlefield

    Do you think the carno is worth the points? I could go two ancients instead...(Pros and Cons)

    - SCARNOSAUR

    Pros: +1S, +1M, Swiftstride, and the OTS for the Scar Vet (This thing is gold for the carno), awesome model
    Cons: -1T, not impact hits, -1AS, +points

    - ANCIENT

    Pros: Impact hits, +1T, +1AS, Blowpipes, I4 against spells, still an awesome model too
    Cons: -1M, -1S


    Well, I think for now I'll go for the fast killer and give a try to the scarnosaur, this S7 in the whole miniature and swiftstride are what I feel I need, and having two different monsters look amazing, yeah, that's not competitive at all, but I'm a lizardmen collector after all, I'll find a wat to make it work.
     

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