• The forum software have been upgraded to the latest version.

    If you notice anything that looks off, or does not work, please let us know.

    For more information, click here.

8th Ed. 2000 points! your opinions please7!

Jungle Swarm

lokhir fellheart

New Member
Messages
4
Likes Received
0
Trophy Points
0
Well here is my first post, and my first go at a lizardmen army list! I've a while thinking and this is what I've come up with. Please give me your opinions!

Slann
BSB
Skaven pelt banner
Plaque of topek
The focussed rumination
Takes lore or light
340 points
The very centre of the army, buffs everyone with lore of light, casts some minor offensive spells to weaken units or kill flankers.

24 temple guard
Full command
Champion gets terrifying mask of eeee!
444 points
Hardest unit, protects the slann. Hopefully once these guys are buffed they should go through everything!

20 saurus
Banner
Musician
258
Line unit, gets buffed by light.

16 skinks
2 krokigors
Banner
Musician
204 points
Flanks temple guard, putting them in a position to either support he saurus or temple guard.

16 skinks
2 kroxigors
Banner
Musician
204 points
Flanks temple guard. There to either support temple guard, or to fight supported by cold one cavalry.

7 cold one cavalry
Banner
Musician
275 points
Takes the flank to saurus, supports skinks or pushes flank.

Scar vet
Cold one
Spear
Armour of destiny
161 points
Makes the cold ones that bit more killer and will hopefully put down other heroes.

10 chameleon skinks
Will scout then kill war machines, with 20 poisoned shots they'll be able to kill one a turn easily. Or they can just harass, distract and cause havoc!

So that's my list! Feedback is much appreciated! Do you think this list is to magic reliant? Do you think the cold ones are points sink? Please let me know!,

Oh and I play deploy like this!
Saurus skinks temple gaurd skinks CoC
 
Slann can't take the Skaven Pelt Banner - It's a Skink only item

Terror on your Temple Guard is not as useful these days as it only forces a panic test when you charge. Not really worth the points imo

I'd suggest a flaming banner/sword on either your temple guard or cavalry/scar-vet. Very handy against trolls/hydras/hellpits/trees/tombkings etc etc. The flaming banner is really cheap and can be given to either the TG, Slann or Cavalry

I'd not take as many Cahmeleons myself. Once you get above 6 or 7 it becomes very hard to deploy them as scouts (not within 12" of enemy) as they take up a lot of room as skirmishers.

And the main thing is no Salamanders? Against a horde of skaven, elves, goblins etc (anything at T3), a template weapon is irreplaceable. You're going to be killing 1/2 the models under the template and also (don't underestimate) force a panic check. They are also good for taking out heavy cavalry with their -3 Armour save. Take 2 groups of at least 1 imo.

I'd also be tempted to drop one of the skrox units and add more saurus to the main unit. Make a decent anvil to get to the enemy with enough models to do something when they get there.
 
Thanks for the advice! How does this look to you?

Slann
BSB
Banner of eternal flame
Plaque of topek
The focussed rumination
Takes lore of light
Total 325

24 temple guard
Fill command
Total 419

7 cold one cavalry
Banner
Musician
275

Scar vet
Cold one
Speak
Armour of destiny
Total 161

27 saurus with spears
Full command
Total 354

16 skinks
2 kroxigors
Banner
Musician
204

Salamander
2 extra handlers
Total 85

Salmander
2 extra handlers
Total 85
 
hey guys, long time no post

Slann:
plaque of tepok gives you 5/7 spells witch you roll for. given the fact that the signature can't be rolled you might miss that 1 spell you really want (small chances tough, with 5 dice) so it is a bit risky but it is a lot cheaper. won't comment on the lore
regarding the banner, i suggest standard of discipline so your slann has Ld 10, you can take the flaming banner on the TG unit, since they are also allowed a magic standard

TG: champions are generally useless since your slann can't be challenged (correct me if i'm wrong) and those extra attacks are rarely worth the points

COC: i'm guessing you only take these because you allready have the models. they are generally a point sink, having the same stats as TG only on the turn they charge, better save and 1 additional attack from the cold ones at the price of stupidty (not a big deal) and allmost tripple the cost

Scar Vet: you really want that guy to survive i guess.... haven;t seen this build before, let me know how it works out

Saurus: wierd number, i guess you just had to fill the points. same issue with the champion, you're better off with another saurus

SKrox: maybe add more skinks since these guys will fall like flies. also, standard and musician are useless imo since you will allmost allways lose combat due to the squishyness of the skinks. the way i see the unit is that the krox kill and you stay there due to steadfast + slann, thus more skinks, less command group

Salamanders: you can only buy 1 extra handler
 
I completely agree with you about the slann, there should be no way I can fail cold blooded on Thu 9 Jun 2011 10 with a re-roll. No doubt ill manage to do it....
Normally the slann could just refuse and hide in the second rank, but once the TG start taking casualties he's going to become challengeable and the champs there just incase, but to be honest your probably right about dropping him.

The CoC are there to support mainly, they're there to flank charge. I'm going to see it they play and if they don't do much ill drop them for saurus.

The scar vets there to make the cold ones even harder, and yes I really don't want him to die. I was planning to use him to hold up units, mainly things like nurglings(which are just evil, imo best unit in DoC).

The saurus partly like that due to points, but they're also like that so that they can take casualties and still be an anvil.

The skrox are there as more of a support unit rather than a line unit, but your right they would be better with more ranks.

Sorry about the extra handler, just me only reading the parts I want to know :$


Thanks for the feedback! Ill redo the list tomorrow with the corrections. Once again thanks for the help! :D
 
1 more thing.

i knew i didn't like something about that plaque of tepok.
you're using lore of light, thus you have no throne of vines. you you miscast you're in trouble. drop the plaque and get cupped hands of the old ones. i allows you 1 free miscast (i asume you pass the 2+ obviously) and it damages an enemy wizard. wich is allmost allways present. pay the extra points for focus and mystery and the cup and you'll have a better, longer lasting slann



2nd

the slann can be challenged, it seems. just checked with the rest of the gang on the rules discussion forum. without a champ he is either locked i na challenge or behind the unit, not being able to cast or give his Ld and BSB to nearby units. wich just sucks.
 
Bibamus said:
the slann can be challenged, it seems. just checked with the rest of the gang on the rules discussion forum. without a champ he is either locked i na challenge or behind the unit, not being able to cast or give his Ld and BSB to nearby units. wich just sucks.
*That's not quite right; He can still cast spells. He still gives Inspiring Presence and BSB re-rolls to other units.

AFAIK there's not much of a downside to refusing a challenge...
 
Where would I get the points from to kit out the slann? I was trying to keep him cheap.
 
Back
Top