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8th Ed. 1000 points of Lizardmen

Skink

hnkaj15414

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The great edit has arrived
Heroes:

Saurus Scar-Veteran
Scaly Skin, Great Weapon, Gambler's Armour, Luckstone

Skink Priest
Aquatic, Level 2 Upgrade, Dispel Scroll, Lore of the Beast

Core:

15x Saurus Warriors
Hand weapons, Shield, Musician, Standard Bearer


10x Skink Skirmishers
Javelin and Shield

10x Skink Skirmishers
Javelin and Shield
Special

Bastiladon
Solar Engine

3x Terradon
Javelins


Rare

1x Salamander hunting pack
Extra Skink herder



1x Salamander hunting pack
Extra Skink herder

all for a grand total of 962 points

I'll place the scar vet in saurus unit, and buff them with skink and bastiladon, then plow through the enemy and have the skinks and sallies take care of the sides while terradons go wreck the enemies war machines
 
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Seems like one of the most bog standard lists you can play, effective yet boring maybe? You are very brief in describing your options, what are your details? Is your skink lvl 2? I would really invest the points in a lvl 2 skink priest of Beasts in this list, you have a lot of Sauri that will get major buffs from Wyssans Wildform. I would see which 2 spells i rolled, and then i would drop the worst one always for Wyssans, it is even better at low points. A Dawnstone/1+ Scar vet is also very strong in low points, it seems you have lots of points left for just that. Take an extra skink for the salamander if you have it( a snack as we call it) to make it impossible to have to take a monstrous reaction test after one missfire. Controll the board, kill monsters with your Skinks and then just drown your opponent in your strong infantry would be my tactic with this list.
 
I edited to make changes, but couldn't fit a dawnstone in there
Seems like one of the most bog standard lists you can play, effective yet boring maybe?
So how can I make this a fun list I can enjoy playing?
A Dawnstone/1+ Scar vet is also very strong in low points
Could I lower the number of saurus in both blocks to have a dawstone or is it fine as it is?
 
I would not say it is always a boring list, it is all up to playstyle. You have very little movement, you simply have 2 infantry blocks that are your bread and butter. They have to perform, or else you lose. Maybe lose one unit of Sauri for a monster to give you more options, but i guess you will anyway grow in points later so you will have more options.

You could give your Scar veteran the Gamblers armour, a GW and a Dawnstone for the 3+ reroll with a 6++ plus your GW, that seems ok. For that, you would only need to drop one saurus(you need the room in the unit to fit in the saurus anyway) and a unit champion in the other unit. You will not need that unit champion in the other unit anyway, 1 extra attack for 10 points is not worth it. Champions are there to accept or decline challanges that your hero does not want to take for any reason, so you keep your champions in units with CC chars. See how you like it, and expand on what you want!
 
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