Skaven Slave
EagleFoxBe
Clan Rictus
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Hi, i'm new to forum but i play over 3 years with lizardmen
i just want some reactions of my list
Slann 480
Light
BSB
Banner of Eternal Flame
All spells 1 Lore
+1 Dice / casting attempt
Becalming (6's of 1 enemy wiz discarted)
Cupped hands
Ruby Ring
ScarVet 163 in saurusblock
Light armour
Shield
Cold one
Talism of prserv 4+ ws
Warrior Bane 1w -> -1att
Scarvet 150 in TG block
light armour
Cold one
Sword of antiheroes +1s +1a / char
enchanted shield
luckstone (reroll 1 as)
Core
35 Saurs hw+shield 415
FC
14 skink skirmishers 98
Special
29 Temple Guard 544
FC
Razor Banner (-1 as)
Rare
1 salamander 75
1 salamander 75
This makes up 2000 ptn
Tactic:
I would like to go fast forward (light) and my heroes can charge out for annoying things.
they have all magic weapon and decent armour. antihero scarvet can stay longer in TG.
scarvet with warr bane can make monsters and char lose power to attack
skinks using for high T things
Salam using for making panic in low leaderships
or combination of 2 for heavier beasts.
or first sallies to take away regen and then skinks to finish
(doesnt work always)
magic boost my speed and with Magic missiles i get of other small stuff
the ruby ring can take away regen of a monster, this i combine with other MM same turn
TG should be big enough.
agains horde army's i get them 10 big.
if i have 20 of them left in combat it gives me the following att.
30 ws4 s5 att and a -3 on AS
should be nice
SW block is big enough to hold long and kill other blocks (with buff from light...)
Let me know what can be improved or is not working with LIGHT
All ideas welcome
EagleFoxBe
i just want some reactions of my list
Slann 480
Light
BSB
Banner of Eternal Flame
All spells 1 Lore
+1 Dice / casting attempt
Becalming (6's of 1 enemy wiz discarted)
Cupped hands
Ruby Ring
ScarVet 163 in saurusblock
Light armour
Shield
Cold one
Talism of prserv 4+ ws
Warrior Bane 1w -> -1att
Scarvet 150 in TG block
light armour
Cold one
Sword of antiheroes +1s +1a / char
enchanted shield
luckstone (reroll 1 as)
Core
35 Saurs hw+shield 415
FC
14 skink skirmishers 98
Special
29 Temple Guard 544
FC
Razor Banner (-1 as)
Rare
1 salamander 75
1 salamander 75
This makes up 2000 ptn
Tactic:
I would like to go fast forward (light) and my heroes can charge out for annoying things.
they have all magic weapon and decent armour. antihero scarvet can stay longer in TG.
scarvet with warr bane can make monsters and char lose power to attack
skinks using for high T things
Salam using for making panic in low leaderships
or combination of 2 for heavier beasts.
or first sallies to take away regen and then skinks to finish
(doesnt work always)
magic boost my speed and with Magic missiles i get of other small stuff
the ruby ring can take away regen of a monster, this i combine with other MM same turn
TG should be big enough.
agains horde army's i get them 10 big.
if i have 20 of them left in combat it gives me the following att.
30 ws4 s5 att and a -3 on AS
should be nice
SW block is big enough to hold long and kill other blocks (with buff from light...)
Let me know what can be improved or is not working with LIGHT
All ideas welcome
EagleFoxBe