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8th Ed. 500 point startup list

Discussion in 'Lizardmen & Saurian Ancients Army Lists' started by Sjuu, Aug 28, 2015.

  1. Sjuu
    Jungle Swarm

    Sjuu Member

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    Hey guys,
    being a short time lurker for once!

    Idea of a small list with options to build it out.
    Any improvements?

    Heroes
    Saurus Scar-Veteran
    -Great Weapon

    Core
    10x Saurus Warriors
    Champion, Standard Bearer

    10x Skink Skirmishers
    Lustrian Javelins with Shield

    Special
    Bastiladon
    Solar Engine

    5x Chameleon Skinks

    ----------------------------
    The 2000 points list, hopefully reach there one day!

    Lord
    Saurus Oldblood
    Carnosaur, Light Armour, Spear, Talisman of Preservation

    Heroes
    Skink Priest
    Lore of Beasts, Wizard Level 2
    Ancient Stegadon, Engine of the Gods, Dispel Scroll

    Core
    20x Saurus Warriors
    Champion, Musician, Standard Bearer

    10x Saurus Warriors
    Champion, Musician, Standard Bearer

    10x Skink Skirmishers
    Champion, Lustrian Javelins with Shield

    10x Skink Skirmisher
    Champion, Lustrian Javelins with Shield

    Special
    Bastiladon
    Solar Engine

    5x Chameleon Skinks
    Champion

    Cold One Riders (180pts)
    Champion, 5x Cold One Rider, Musician, Standard Bearer

    10x Temple Guard (140pts)

    Rare
    Salamander Hunting Pack
     
  2. Lord Grok Of Xillaqua
    Kroxigor

    Lord Grok Of Xillaqua Well-Known Member

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    Pretty solid list at 500 points. For 2000 points I'd recommend dropping the Cold One Riders and instead make your Temple Guard a 20 man unit with full command. TG will last longer than the COR and they will hit harder in all turns of combat with Halberds.
     
  3. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    In a 500 point game, the death of a general is a huge blow, so every little bit of defense helps.

    For the 500 point list I would suggest dropping the unit champion and using those points to buy some armor for your Scar Veteran. The unit champion is unnecessary since presumably your Scar Veteran will be acting as the true unit champion. It might even be worth it to drop the great weapon in favor of a shield. That give a 3+ armor save with a 6+ parry. Not bad for a budget character.



    For 2000 points, again you want to protect your general. He doesn't even have a shield. Gambler's Armor costs about the same as light armor and a Talisman of Protection and gives you one point better of an armor save. If you went with Gambler's Armor, a shield and a spear I'd recommend a Scar Veteran on a Carnosaur.

    Scar Veterans and Oldbloods are so similar in statlines that the main advantage of taking an Oldblood in lieu of a Scar Veteran is to take 100 points of magical items. If you are only planning to take 50 points of magic items or less, than a Scar Veteran is a better deal for your points. EXCEPTION: If you are taking so many hero level characters you hit you are over your points ceiling, then you might want to get an Oldblood in lieu of a Scar Veteran. I guess it depends if you are using the 25% Hero ceiling or the 50% hero ceiling.

    In games over 1200 points, a BSB is vital for Lizardmen. Probably a Scar Veteran on foot with as much as armor as you can afford, nevermind his weapon.

    I would recommend 20 Saurus Warriors and 20 Temple Guard. Unless we are talking Skink chaff units, groups of 10 soldiers are a bad idea in games over 1500 points.

    If points are tight, you don't need unit champions for your Skink Skirmishers, especially if they aren't going to be escorting any Skink Priests. Since your Skink Priest is riding a Steggy, I'm assuming he doesn't need a Skink unit to bunker in. Though if your Hero points are tight as mentioned above, you could easily field your Skink Priest on foot and take an EOTG Steggy as a Rare choice rather than a Hero choice. That's exactly the same number of points, but you don't put all your magic eggs in one basket. If you keep your Skink Priest on the Steggy, consider the Opal Amulet for a bit of cannonball insurance.

    Last, and least. In my opinion, a solo Salamander should always take a Snack (ie. an extra handler). That way you can eat up to three handlers before you have to roll on the Monster Reaction chart and it costs very little extra to do that.
     

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