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8th Ed. Casual 1k list

Discussion in 'Lizardmen & Saurian Ancients Army Lists' started by TurtleDogg, Apr 26, 2015.

  1. TurtleDogg
    Skink

    TurtleDogg Member

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    Saurus oldblood
    Saurus Warriors hand weapons x 16

    Skink priest
    Skinks x 12 with spears or blowpipes?

    Skinks x 12 with spears or blowpipes?

    Bastiladon w/ solar engine

    Salamander hunting pack
     
    Last edited: Apr 30, 2015
  2. n810
    Slann

    n810 First Spawning

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    For Skinks...
    The general consensus is that Javelins are the better choice.
     
  3. TurtleDogg
    Skink

    TurtleDogg Member

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    1 unit of 24 or 2 units of 12?
     
  4. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    Definitely 2 units of 12!
     
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  5. TurtleDogg
    Skink

    TurtleDogg Member

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    Skink Brave in each? Also, I am using Saurus oldblood with armour of destiny and fencers blade. Is it true armour destiny and fencers blades gives him 6 strength 5 hits and WS 10? What I should I use for skink priest, I will have a level 2 upgrade.
     
  6. n810
    Slann

    n810 First Spawning

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    Skink champions are fairly useless, all they get is +1 BS....

    Edit: I am a big fan of the fencers blades on our Saurus heroes
    for the priest, probably just a dispel scroll.
     
  7. TurtleDogg
    Skink

    TurtleDogg Member

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    I edited my post, about the oldblood items and skink priest. If you check that out It will be much appreciated.
     
  8. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    Agreed. No point in buying the upgrade for 10 points when 5/7 points gets you another skink.

    @TurtleDogg
    Since you mentioned the "Skink Brave", I take it you're running your skinks as a cohort. Any thoughts on running them as skirmishers?
     
  9. TurtleDogg
    Skink

    TurtleDogg Member

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    I'm running them as 2 units of 12 skirmishes with javelin and shield.
     
  10. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    Excellent... great choice.
     
  11. TurtleDogg
    Skink

    TurtleDogg Member

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    What position shall I have them in the unit like 4x3 or 6x2 or what?
     
  12. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    I would go with 6x2 so that every skink in the unit can shoot. But remember, as skirmishers, they are allowed free reforms... so formation is never a huge issue.
     
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  13. airjamy
    Bastiladon

    airjamy Well-Known Member

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    In low points, your Oldblood would be a major beatstick. I would get him in combat with the biggest and baddest asap. you do field him in a small unit, so they will not often be steadfast and they might run, and if that happens, you have probebly lost the game. Consider giving him the Crown of Command to stop this, in combination with something like a Great weapon and a defensive kit (dawnstone). I think that is the best way to run it, you will have a very strong unit of infantry in combination with supportive units.
     
  14. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    The crown of command is a really good item to put on an old blood. It really makes him extremely versatile; he'll be able to take on just about anything.
     
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  15. TurtleDogg
    Skink

    TurtleDogg Member

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    How do you guys think of this list? It is around 1k points:
    Saurus oldblood
    16 Saurus

    Saurus scar vet on cold one
    8 Saurus cavalry

    12 Skink skirmishes with javelin and shield
    12 Skink skirmishes

    Skink priest level 2

    Bastiladon with solar engine

    Thanks for the help. A few more questions, do I need a movement board for the skinks? Do I put my saurus scar vet with some saurus cavalry? Where does my skink priest go, in with the skinks or separate?
     
    Last edited: May 3, 2015
  16. airjamy
    Bastiladon

    airjamy Well-Known Member

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    I'm sorry to say so, but i would never ever field Sauri under 20, that is one of my rules of thumb with this edition of LM. Having movement trays for all your units is generally pretty handy, i never leave home without them, but as they have no direct impact on the rules i guess you could play without them if you want to bore your opponent to death while you move all your units.. ?

    As a last note, you always put your characters in units so they cannot be picked of. Against very specific lists (full melee Khorne, all melee Orcs) you can keep your characters outside of your units as there is no threat of magic or shooting at all, but if your opponent has any magic or shooting to speak of, and if he has half a brain, you will want your characters in units, unless you are playing a very specific tactic which allows your characters to survive outside of units( charmed shield Scarvet, Etheareal Slann, Kroakbomb Skink Priest).
     
  17. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    I COMPLETELY AGREE! Moving around large numbers of individual models is a massive pain in the backside.
     
  18. TurtleDogg
    Skink

    TurtleDogg Member

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    I have movement trays.
    Improved list (1500 pts):
    Saurus oldblood
    16 Saurus

    16 Saurus

    8 Saurus cavalry

    12 Skink skirmishes with javelin and shield
    12 Skink skirmishes with javelin and shield

    Skink priest level 2

    Bastiladon with solar engine

    Salamander hunting pack with extra herder
     
  19. airjamy
    Bastiladon

    airjamy Well-Known Member

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    I would still only field Sauri on and above 20, but the gist of the list is good. I also always try to field double salamanders to make them more relieable, but you don't need 2 salamanders to field them. I would use the lore of beasts on the priest, and i would ad a scroll if you have the points, only 2 levels of magic in 1500 is a somewhat low number.
     
  20. TurtleDogg
    Skink

    TurtleDogg Member

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    I am only taking one priest because I am doing an end times campaign with allies and we have to share magic dice. In the list there is 32 Saurus, one has an oldblood in. I am also gonna put a scar vet in with the cav.
     

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