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TOW 1999 competitive

Discussion in 'Lizardmen & Saurian Ancients Army Lists' started by Kadoc, Apr 24, 2024.

  1. Kadoc
    Jungle Swarm

    Kadoc New Member

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    Hi,

    I've been playing around a bit and have come with a list that I have yet to test. I've always played with a Slann, but events in my area only allow one Character that have access to 100pts of magic objects (in other words: only 1 lord). And the Oldblood on Carno have just been too good for me to be skipped. Here's the list I came with.

    I'm open to any feedbacks.
    Cheers

    ===
    Warhammer: The Old World, Lizardmen
    ===

    ++ Characters [998 pts] ++

    Saurus Oldblood [407 pts]
    - Hand weapon
    - Heavy armour (Scaly skin)
    - Shield
    - General
    - Carnosaur
    - Talisman of Protection
    - Blade Of Revered Tzunki

    Skink Chief [361 pts]
    - Cavalry spear (if appropriately mounted)
    - Light armour (Calloused hide)
    - Shield
    - Battle Standard Bearer [War Banner]
    - Stegadon
    - Glyph Necklace

    Skink Priest [110 pts]
    - Hand weapon
    - Light armour (Calloused hide)
    - Level 2 Wizard
    - On foot
    - Dispel Scroll
    - Elementalism

    Skink Priest [120 pts]
    - Hand weapon
    - Light armour (Calloused hide)
    - Level 2 Wizard
    - On foot
    - Ruby Ring of Ruin
    - Battle Magic

    ++ Core Units [825 pts] ++

    18 Saurus Warriors [291 pts]
    - Hand weapons
    - Shields
    - Heavy armour (Scaly skin)
    - Shieldwall
    - Spawn Leader (champion)
    - Standard bearer
    - Musician

    18 Temple Guard [349 pts]
    - Hand weapons
    - Halberds
    - Shields
    - Heavy armour (Scaly skin)
    - Revered Guardian (champion) [Sun Standard Of Chotec]
    - Standard bearer
    - Musician

    13 Skink Skirmishers [70 pts]
    - Hand weapons
    - Javelins
    - Shields
    - Light armour (Calloused hides)
    - Vanguard

    12 Skink Skirmishers [65 pts]
    - Hand weapons
    - Javelins
    - Shields
    - Light armour (Calloused hides)
    - Vanguard

    10 Skink Skirmishers [50 pts]
    - Hand weapons
    - Javelins
    - Shields
    - Light armour (Calloused hides)

    ++ Special Units [175 pts] ++

    Bastiladon [175 pts]
    - Thunderous bludgeon
    - Solar Engine
    - Skink Crew (x3) with hand weapons and Javelins (required)
     
  2. Kalisto
    Temple Guard

    Kalisto Active Member

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    Like a lot the idea of only one character with 100 points. However you may also play you saurus scar on carnosaur with great blade and a talisman for ward save.

    Personally I don’t see the reason of following items:
    1) dispel scroll is just bad, either play a cube of darkness (automatically dispel against a level 4 is so good) OR lore familiar to pick your spells
    2) sun standard of chotec. Temple guard are tough with toughness 4 and good armour save, nowadays mostly of the shooting weapons have only armour bane not minus AP. The problem are cannons and catapults and the sun standard doesn’t help at all. Better a scout unit or terradons
     
    Last edited: Apr 24, 2024
  3. Kadoc
    Jungle Swarm

    Kadoc New Member

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    I actually made a list with a scar-vet and a Slann. I had to lose the Glyph Necklace on the steg to have the points tho.
    I never tried the dispel scroll, it's maybe just a bad idea.
    The Sun standard have save me a lot of pain while playing against Darfs, put I get that it's not that usefull most of the time.

    Here's the alternative list with the Slann

    ++ Characters [982 pts] ++

    Slann Mage-Priest [375 pts]
    - Hand weapon
    - General
    - Lore Familiar
    - Higher State Of Mind
    - Elementalism

    Skink Chief [313 pts]
    - Additional hand weapon
    - Light armour (Calloused hide)
    - Battle Standard Bearer [War Banner]
    - Stegadon

    Saurus Scar-Veteran [294 pts]
    - Great weapon
    - Heavy armour (Scaly skin)
    - Carnosaur
    - Talisman of Protection

    ++ Core Units [843 pts] ++

    18 Saurus Warriors [291 pts]
    - Hand weapons
    - Shields
    - Heavy armour (Scaly skin)
    - Shieldwall
    - Spawn Leader (champion)
    - Standard bearer
    - Musician

    21 Temple Guard [357 pts]
    - Hand weapons
    - Halberds
    - Shields
    - Heavy armour (Scaly skin)
    - Revered Guardian (champion)
    - Standard bearer
    - Musician

    14 Skink Skirmishers [75 pts]
    - Hand weapons
    - Javelins
    - Shields
    - Light armour (Calloused hides)
    - Vanguard

    13 Skink Skirmishers [70 pts]
    - Hand weapons
    - Javelins
    - Shields
    - Light armour (Calloused hides)
    - Vanguard

    10 Skink Skirmishers [50 pts]
    - Hand weapons
    - Javelins
    - Shields
    - Light armour (Calloused hides)

    ++ Special Units [175 pts] ++

    Bastiladon [175 pts]
    - Thunderous bludgeon
    - Solar Engine
    - Skink Crew (x3) with hand weapons and Javelins (required)
     
    Christopher_Martinek likes this.
  4. Gothmog Lord of Balrogs
    Cold One

    Gothmog Lord of Balrogs Active Member

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    I hate limitations like that. They really disproportionately affect certain armies. Lizards and Vampires are hurt alot by 1 lord kinds rules, where as the High Elf or Chaos player still take their super monster lord.

    As for your second list, I feel Higher State of Mind is a waste when you have a 21 TG block. They will keep the slann protected well enough. HSOM really only needed without TG.

    I'd swap to becalming cogitation. I would then also consider dropping War Banner on your chief. As a BSB he already has +1 combat res from that. You could use the points saved from those 2 things to buy a sword of might on your scar vet, and then maybe a biting blade on your TG champion so he can take challenges for your slann more effectively.

    Alternatively, just move the Warbanner to the TG since they can take magic banners, and use the 10 points from switching to becalming on a potion of speed for your Scar Vet. Strikes last moves you to I1 before modifiers, so the potion would bring you back up to a decent I for facing other characters.
     
  5. discomute
    Terradon

    discomute Well-Known Member

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    If you really want to be competitive I'd ditch the temple guard. Add a stegadon (or ancient) and some more skinks
     
  6. Gothmog Lord of Balrogs
    Cold One

    Gothmog Lord of Balrogs Active Member

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    I feel like there is more to them now after the FAQ
     
  7. discomute
    Terradon

    discomute Well-Known Member

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    I don't understand - in what way? I've clearly missed something...
     
  8. Gothmog Lord of Balrogs
    Cold One

    Gothmog Lord of Balrogs Active Member

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    The slann is much more reliant on them for protection now. As he is our only level 4, if you want him, a TG block is not a bad thing to have in support of him, and they are just better than saurus, so you can drop the mandatory saurus block down to an MSU unit instead. But TG have stubborn and shieldwall and make a decent combat block with the Bastilidon in support. The fact they can take a magic banner means they are a good place to add the War Banner for some nice combat res, of totem of prophecy for a high-unit strength Fear causing unit.
     
    discomute and Kalisto like this.
  9. discomute
    Terradon

    discomute Well-Known Member

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    Okay but the OP doesn't have a Slann.

    I'd take TG over Saurus spears if I could, but you can't.

    I just ran their banner with fear and it's ordinary. Quite a lot of units that have lower unit strength already have fear.
     
  10. Gothmog Lord of Balrogs
    Cold One

    Gothmog Lord of Balrogs Active Member

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    He has a slann in the second list he posted.
     
  11. discomute
    Terradon

    discomute Well-Known Member

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    My mistake. Take a Slann you pay the temple guard tax. It's hard to see a competitive list with either imo
     

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