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8th Ed. 2000pt Lizardmen list. competetive with some questions

Jungle Swarm

tyluke

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Hi there, this is a list i made to compete against a dwarvern player. we are very competetive but this is not an offical tournament, just us playing. I have been playing lizards for some time but I have never used chameleon skinks, I've read they're good in 8th ed, but i've never used them.

Lord:

Slann Mage Priest
Focus of mystery (life or metal? I haven't decided)
focused rumination
soul of stone
BSB
Banner of Eternal Flame
Warm drum of Xahutec
Obsidian Lodestone (can you use magic resistance againsta a miscast?)

Heros:

Scar Veteran
light armor
shield
bane head
piranha blade

Core

Saurus Warriors x 24
+banner
+musician

Saurus Warriors x 24
+banner
+musician

Special

Temple Guard x 20
+champion
+musician
+banner

Chameleon skinks x 6
+ stalker

Chameleon skinks x 6
+ stalker

Rare

Salamdner Pack x 2

Salamdner Pack x 2

Tell me what you guys think? is there anything I should change or use? I would also really appreciate any input you give and if you answer any questions I asked!
 
Well then:

Slaan- you shouldn't really pick a lore based on who you face, but for lizards life is an awesome lore. i can however see the appeal of metal vs dwarfs. i would say take cupped hands but seeing as dwarfs don't have wizards it makes it redundant. But with lore of life you ignore a miscast on a 2+ anyway, so that would solve that problem.

Hero- fine

Core- as solid as they come, are they spears or hand weapons, i'd be tempted to find the points to get the razor standard so a whole unit has armour piercing, great for reducing dwarf armour.

Special- chameleon skinks are awesome! no other word for them, they are -1 to hit as well as any extra minius' for range, moving etc, i took a squad of 8 against dwarfs recently which had 6 war machines in the army, in 5 turns with their multiple shot blowpipes (which are also poisoned) they killed a machine every turn, my opponent was not pleased. I would drop the stalkers however, not worth the extra IMO take extra chameleons instead.

Rare- beautiful, -3 basically removes their armour completely.
 
Drop the drum, change the banner to standar of dicipline, remove the stalkers and add a unit of skink skirmishers.

Other than that I would suggest light for the lore. Will give your saurus a nice 16" march in the second turn and will severely reduce the usefullness of his warmachines. Light can also turn saurus/TG into complete beasts in CC and have got some nice damadge spells. On top pf that phas protection can win a game against lots of war machines.
 
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