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7th Ed. 1k magic heavy list

Skink

Zee Deveel

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Back to Warhammer after years away, wanted to make an Empire army full of Bright Wizards but I'm poor and I found 5 5th edition boxsets in my shed so I've got about a million old school skinks and sauruses, figured I'd give Lizardmen a whirl!

I love the idea of effectively having a lvl 3 and a lvl 2 wizard both potentially with big lightning bolts in a 1k game. So the plan is to use "The Arcane Configuration" and blast them from afar with magic missiles whilst using the skinks to harass.

Against missile heavy armies perhaps using Portent of Warding and/or Celestial Shield to protect while I advance and get stuck in with the Sauruses.

It may be a bit of a silly army, having a 435pt unit in a 1,000pt game, but it looks like fun to me! I figured I didn't need any dispell scrolls with 7 dispell dice.

The skink brave is there to protect the priest from potential challenges, I dunno if he's actually worth having though. They shouldn't really be getting into combat. I think Portent of Far is gonna work really nicely on these guys.

Please critique! Many thanks! :D

Skink Priest
Level 2
Ancient Stegadon with Engine of the Gods
Plaque of Tepok
War Drum of Xahutec

Skink Priest
Level 2

14 Skink Skirmishers
Brave

15 Saurus Warriors
Spears

15 Saurus Warriors
Spears

Total: 999
 
It looks to be a good list. I personally like more skirmishers in a 1000 point list as games that size really seem to come down to whoever has the most units wins. With your magic phase you should dominate. Shooting will be your worst enemy. The Stegadon makes a prime target. With more skirmishers you could use them to march block and simply screen the Saurus, forcing your opponent to go through them first (only after raining darts down on them for a turn and stand and shooting them as they charge) before then getting into it with the Saurus.

My 1000 point list which recently drew with a Warriors of Chaos player in one game and massacred him in the second was something like:

Skink Priest, Lvl 2, EotG
10 Saurus
10 Saurus
10 Skink Sirmishers
10 Skink Skirmishers
5 Cold One Cavalry

That gave me some speed and at least one nice hammer unit as well as plenty of poisoned shots (I loved seeing his giant fall!) and some decent anvils. Of course, I understand you want to dominate the magic phase and against most armies you will roll over them pretty well.
 
Thanks for your reply!

I suppose if I have more skinks to protect the Sauruses from archers then I can drop the unit numbers down to 10.

This gives me enough points to have 3 x 10 units of Skinks roughly rather than 1 x 14.

Think that's an improvement?

The second Priest I wanna keep just for fun more than anything else. If I drop the War Drum on the Steg I can afford 2 x 10 Skinks and 2 x 15 Saruses, I'm not really too sure how useful the Drum will be yet.
 
Unless your looking at playing competatively (such as a campaign or league) I would suggest play testing to decide to drop the drums or not. Choosing to remove a magic item is fairly easily done unless your opponents insist on WYSIWYG...then you might have to find a way to pin the items so that you can remove them...

Anyways, I think it's solid otherwise, nice list!
 
i'd change the drum for a staff-of-casting-uranons-thunderbolt-bound-spell (forgot the name)
gives you an extra spell that ignores armor :D
also, keeping the EotG behind isn't a good ideea, he can do some damage on teh flank of a unit and its best power is the burning alignment for wich you want to be close to the enemy.
also consider the cloak of feathers for the priest so he is less vulnerable
 
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