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7th Ed. 2000 points slannless Lizardman List

Discussion in 'Lizardmen & Saurian Ancients Army Lists' started by novatomato, Jul 5, 2009.

  1. novatomato
    Razordon

    novatomato Member

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    This list is meant to be competitive but still a lot of fun.
    Lord: Suarus Old-Blood with Hide of the Cold Ones, Aura of Quetzl, Venom of the Firefly Frog and a shield.

    Heroes: Two Level Two Skink Priests on Engines of the Gods. Two Dispel Scrolls, Diadem of Power and Plaque of Tepok.

    Core: Two units of ten Skink Skirmishers with blowpipes. One unit of 16 Saurus with full command.

    Special: One unit of eight Cold One Cavalry with Champion

    Rare: One unit of two of either Razordons or Salamanders.

    Overall the points cost is 1997. The idea for this list is obviously to have no slaan and still be fine in both casting and dispelling magic. The setup will be to have the stegadons and Saurus march up the middle, screened by the skinks, and have my flanks covered by the Razzies/Sallies and Cavalry.
    Please feel free to critique and offer suggestions for changes, but remember I want to have no slaan.
     
  2. teknistmajjan
    Skink

    teknistmajjan New Member

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    Hello.

    two EOTG is to much, try getting more troops cause in the current state i fail to see how you can be effective with the list.

    It is far to easy to score VP's from you and then deny you any points.

    Get 2-3 units of ranked skinks, drop the cold ones down to 5 or 6 and get another unit of them

    some terradons.
     
  3. novatomato
    Razordon

    novatomato Member

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    Drop an engine, keep the priest, that open up 290 points. Two units of ten ranked skinks is 100 points add two krox and that brings it up to 210 points. Drop a two cavalry and that leaves me with 150 points.
    I could bring in five terradons, or drop four more cavalry and bring on over from the other unit, for two units of five Cavalry.
    Awesome I think I'll give that a try.
     
  4. teknistmajjan
    Skink

    teknistmajjan New Member

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    Np :) but dont bother with the crocks, you want to pick 10 ranked skinks without anything else, that being 50 points to redirect charges for your opponent, and just sacrificing them, you dont want extra points in there then.
     
  5. novatomato
    Razordon

    novatomato Member

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    So far the list looks like this.

    Lord: Unchanged.

    Heroes: Skink priest level two Engine of the Gods, Dispel scroll, Diadem of Power. Skink Priest Level Two Dispel scroll, plaque of Tepok.

    Core: Three units of ten skinks (regiment). Two units of ten Skink Skirmishers. One unit of 16 Saurus, full Command and spears.

    Special: Two units of Five Saurus Cold One Cavalry, one unit of three Terradon Riders.

    Rare: one unit of two razzies/sallies hunting pack with extra handler.

    I now have 57 points to spend. That could be a champ in both COC units and a Brave with the terradons, with 7 points left. Or I could get a jungle swarm and a brave for the terradons.

    now I have even more decisions to make.
     
  6. Barotok
    Terradon

    Barotok New Member

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    Don't waste your points on champions unless your down to a lot less than 57 points and need something to throw and extra 12 points at. Even at that level, I tend to go for my troops versus give one troop an extra attack. Champs are rarely worth it unless you're using them as challenge protection. Bolster your numbers still.
     
  7. novatomato
    Razordon

    novatomato Member

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    How about getting a jungle swarm, and a great weapon for my old-blood giving him strength 7 on the charge with toughness 6 because of the Hide of the Cold Ones.
    A 1+ Armour save lord charging with five weapon six strength 8 attacks, with toughness 6 he would be incredibly strong.
     
  8. Dalkarius
    Ripperdactil

    Dalkarius New Member

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    actually the Oldblood would be having to take Stupid tests, but be toughness 6 with 5 str 7 attacks with a 2+ save, unless you whip out HW&shield which would land you at a 0+.
     
  9. novatomato
    Razordon

    novatomato Member

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    yeah stupidity tests are annoying, but at leadership 8 with cold blooded, its not much of a problem.
     
  10. novatomato
    Razordon

    novatomato Member

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    Another idea I've been floating around is to get a Scar-Vet equip him with light armour, sheild, the burning blade of Chotec and the charm of the jaguar warrior.
    The fellow would have a 2+ armour save, but more importantly would be able to move 28 inches a turn, potentially, making him a valuable war machine and mage hunter. and with the burning blade his opponents would be at -4 to their armour save. Or I could give him the Sword of the Hornet making him always strike first instead of the burning blade.
    But where would I get the 143 points.
     
  11. Barotok
    Terradon

    Barotok New Member

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    This is a common tactic for lizardmen players. Depending on what your opponent fears more, you'll get it dispelled or scrolled every time it would be a huge advantage to you, unless you have something more powerfull in the magic phase that your opponent wants to save dice for. With a Slannless list I know that I'd save a die or two for this move, especially if you're in position to pick out a lone wizard or take out a warmachine.

    I'd personally use it in conjunction with a Slann, but obviously it's a debatable tactic since it does force the enemy to choose wether or not to toss 2 die at it.
     
  12. novatomato
    Razordon

    novatomato Member

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    which could potentially give me that thunder bolt spell dealing D6 strength 4 hits with no armour save. choosing between the two, one would more often select the move spell to dispel, leaving a potential for six dead warriors of chaos or other heavier units.
    It all comes down to choices really.
    I think I'll use the nike-saurus some other time.
     
  13. Eagleblaze
    Temple Guard

    Eagleblaze New Member

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    i'd suggest a large overhaul. Drop the cavalry, take another squad of saurus with spears.

    Run the stegs on the flanks, their ward save from missiles should cover the entire force and will help get into combat.

    This way you have hard hitting flanking units with a solid core without giving up important magic defence.

    Running the sallies mid-day between stegs and saurus will protect your core flanks and their shooting is always handy. Razors would also be handy here as their S&S charge reaction is fairly tough.

    Steer clear of jungle swarms.

    Grab as many terries as you can with any spare points, their rocks and march blocking is invaluable.

    -Eagle-
     

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