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TOW 2k Extra attacks casual fun list

Discussion in 'Lizardmen Army Lists' started by pakson, May 21, 2024.

  1. pakson
    Jungle Swarm

    pakson New Member

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    Hi all, here is a fun list I’d like to share with you. Please don’t hesitate to comment or suggest any improvement


    ===

    Extra attacks [1945 pts]
    Warhammer: The Old World, Lizardmen

    ===


    ++ Characters [835 pts] ++

    Slann Mage-Priest [400 pts]
    - Hand weapon
    - General
    - Battle Standard Bearer
    - Lore Familiar
    - Higher State of Mind
    - High Magic

    Skink Chief [125 pts]
    - Hand weapon
    - Light armour (Calloused hide)
    - Terradon
    - Ruby Ring of Ruin
    - Bitting Blade
    - Charmed Shield

    Saurus Oldblood [193 pts]
    - Hand weapon
    - Heavy armour (Scaly skin)
    - Cold-One
    - Charmed Shield
    - Horned One
    - Hide of the Cold Ones
    ==> Uncomplete item allocation, depending on the opponent.

    Saurus Scar-Veteran [117 pts]
    - Hand weapon
    - Heavy armour (Scaly skin)
    - Shield
    - On foot
    - Sword of Swiftness


    ++ Base Units [521 pts] ++

    11 Saurus Warriors [186 pts]
    - Hand weapons
    - Shields
    - Heavy armour (Scaly skin)
    - Shieldwall
    - Spawn Leader (champion)
    - Standard bearer
    - Musician

    3 Jungle Swarms [120 pts]
    - Hand weapons

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

    10 Skink Skirmishers [60 pts]
    - Hand weapons
    - Javelins
    - Shields
    - Light armour (Calloused hides)
    - Scouts

    15 Skink Skirmishers [90 pts]
    - Hand weapons
    - Blowpipes
    - Light armour (Calloused hides)


    ++ Special Units [389 pts] ++

    4 Ripperdactyl Riders [160 pts]
    - Cavalry spears
    - Shields
    - Light armour (Calloused hides)

    5 Cold One Riders [229 pts]
    - Cavalry spears
    - Shields
    - Heavy armour (Scaly skin)
    - Drilled
    - Pack Leader (champion)
    - Standard bearer
    - Rampaging Banner


    ++ Rare Units [200 pts] ++

    Troglodon [200 pts]
    - Venomous talons
    - Venom spray
    - Heavy armour (Scaly skin)
    - Skink Oracle with hand weapon (required)
    - Battle Magic


    The main purpose of the list is mobility & attack stacks by taking advantage of the furious charge (Troglodon roll) & Fury of Khaine extra attacks on our 2 kickers: cold one riders (to a theoretical max of 8 attacks by rider) & rippers.

    The list is not meant for tournaments, just fun parties between friends. Obviously Ld9 cold ones stupidity is a risk, but by increasing their mobility with drilled, rampaging banner & magic, I hope to be able to get through it.

    Slaan’s spells chosen with the Lore Familiar to be:

    - Fury of Khaine: to give +2 attacks to cold one riders or rippers.
    - Assault to give the Slaan better ability to catch flanks & rears.
    - Walk between worlds to increase defensiveness through ethereal & mobility of our 2 kickers.
    - Depending on the opponent: Monsoon (should I hide the Slaan behind it or deny enemy charges?) or Drain Magic (should I get protection from a high magic potential?).

    The Troglodon spell should normally be the assault signature one from Battle Magic.


    How is it deployed?:

    - “Weak” center to create mess, deny areas and create opportunities for kickers:
    o Surprisingly not so weak Saurus pack with shieldwall & attack first hero.
    o Swarms.
    o 15 skinks with blowpipes to afraid low-armour charges & block some line of sight.
    o 2 light skinks units to take advantage of terrain or create turn 1 line of sigh blockers on riders (vanguard) & threaten unprotected units (scouts).

    - Annoying flank: Terradon skink & Rippers.

    - Strong flank: centred Slaan as much as possible, cold one riders + character and Troglodon just behind cold ones.

    For both flanks, this is an option to include or not the character into the unit at the beginning of the game.

    The Slaan has to play it wise:
    - Hide behind a forest for example not to be targeted turn 1, and then needs to run behind the enemy lines to potentially try a supportive rear charge turn 3.
    - Stay close at 18” of cold one riders with Ld9 & from the Troglodon to use Arcane Vassal.
    - Stay close enough of the centre to dispel and control enemy magic.

    As you can see, 55 points are missing to equip the Old Blood depending on the opponent:
    - Is it going to be alone or in the unit?
    - Do I want a monster killer with paymaster coin & Dragon Slaying Sword?
    - Do I rather need a unit clearer?
    Don't hesitate to share a multipurpose item build that can be used in most of cases.

    Again, this is not a tournament list, with my friend we always announce before we meet, not the list, but the army we will play.
     
  2. pakson
    Jungle Swarm

    pakson New Member

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  3. Kalisto
    Kroxigor

    Kalisto Active Member

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    Interesting and surely quite funny list. Just some things...

    15 skinks are really a lot, personally It's hard for me to play more than 12, maybe 14 is the limit if you still want mobility.
    The saurus hero is more for funny purpose i guess, not that its bad in se but it costs a lot of points and maybe you would like to have more saurus warriors instead. It could have a sense to have him as BSB to be inside the unit. Consider if it worth it.

    Skink chief is good as it is, i usually equip him without magic weapons to don't lose the poison attacks, both spear javelin or extra hand weapon are good choices. Biting blade could be a good option for the hero on cold one instead! My best choice as oldblood on cold one (especially for fun is the blade that cost 55 pints and give killing blow! Really good to kill trolls and so on for example). You can have both ward save as horned one =)
     
  4. pakson
    Jungle Swarm

    pakson New Member

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    Thanks a lot for your inputs!
    Your great proposal about the BSB in the Saurus pack and the small adjustments (skink hero & skink numbers) give me another idea.
    Let remove the swarms & consolidate the Saurus pack with number and spears:

    Saurus Scar-Veteran [180 pts]
    - Hand weapon
    - Heavy armour (Scaly skin)
    - Battle Standard Bearer [Skavenpelt Banner]
    - On foot
    - Sword of Swiftness
    - Charmed Shield

    17 Saurus Warriors [286 pts]
    - Thrusting spears
    - Shields
    - Heavy armour (Scaly skin)
    - Shieldwall
    - Spawn Leader (champion)
    - Standard bearer

    On a rank of 7, that roughly gives in defense: 5 first attacks from the hero, attacks of the ennemy, [25 - (casualties x 3)] responses attack with shieldwall to ensure it does not move.
    If super lucky with magic & skink redirection, it would even be better if charging.
     

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