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7th Ed. 1500 List (with 185 to spare)

Temple Guard

skinker

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This is my first attempt at building a lizard list. I have included the bare bones units that I want to use, but there is room for 185 points to be added to the list. Where would you spend the points? I probably need another character or 2 in there? My opponent will be high elves, if that helps. Thanks in advance for your input.


5 Cold One Calvary

3 Terradon Riders

10 Skink Skirmishers

10 Skink Skirmishers

15 Saurus Warriors
Spears

15 Saurus Warriors
Spears

1 Skink Priest
Stegadon with Engine

2 Salamander Pack
Extra Handlers
 
I would add a Saurus scar Vet on a Cold one. Depending on how magic heavy your opponent is. If he is really magic heavy you may want another skink priest with some dispel scrolls. And do you have any magic items on your current skink priest? if not he could use some.
 
You might be able to get away with going defensive magic here. Taking the priest on Engine and just using the Engine for your magic (no chance of that getting dispelled) and then using Diadem of Power and a dispel scroll you'd be pretty effective at shutting down his magic phase. Is your Priest going to be level two?

Honestly, the list looks good. I would certainly add a Scar-Vet on Cold One and gear him up a bit: Scar-Vet, Cold One, Sword of Battle, Maiming Shield, Light Armor leaves 15 points from your 185 and gives you a tough Scar-Vet with a 1+ save and +2 attacks. If you geared the priest up then that will not allow you to do much for the Scar-Vet other than throw him on a Cold one with shield and Light Armor so you wouldn't get the extra attacks but the same 1+ save.
 
Thanks for the reviews. After some inflection and consideration of the suggestions given, I have altered my list in the following ways.

- Both Saurus units have been knocked down to 14 and a standard has been added. I intend to deploy them 6 across which would give me 24 attacks and leave 2 in the 3rd rank as disposable when I take wounds.

- Skink Priest (and yes he is level 2) has been given the diadem of power. I will end up using 3 of his dice and saving 2 for dispel each turn. I don't plan to get anything through this way, but like it was pointed out... the Engine will still be effective in my magic phase.

- The Salamander Pack has been brought down to just 1 instead of 2

- I have added the following 2 Characters

Saurus Scar Veteran: Light Armor, Shield, Cold One

Saurus Scar Veteran: Light Armor, Shield, Jaguar Charm

This brings me to 1491. Pending any further suggestions, I'll probably just turn one skink unit of 10 into 11 and call it a done list.

Thanks again for taking the time to read and comment!
 
with your extra points give a two handed weapon to your scar-vet with the jag charm...bye bye chariots and armor saves...good balanced list
 
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