Chameleon Skink
Dunya
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Hi there. I'm a somewhat experienced Warhammer player and I'm looking to try my hand at lizardmen. I've played a few games so far with this list, and haven't lost yet, but am still looking to perfect it.
I play in a competitive environment so I'm not looking to pull any punches regarding the list I'm trying to put together. Having played Wood Elves for the most part of my career, the list may bear some of the traits that I'm used to utilizing with my Wood Elf army, hence the enourmous amount of skinks.
But anyway, please help me out by pointing out any weaknesses and/or overall critizisism of the list.
Characters:
Slaan - LvL 4, The Focused Rumination, Cubbed Hands of the Old Ones, BSB (345)
Skink Priest - LvL 2, EotG (390)
Skink Priest - LvL 2, EotG (390)
Saurus Scar-Veteran - Light Armor, Shield, Great Weapon, CotJW (124)
Core:
18 Saurus Warriors - Standard Bearer, Musician, Spears (234)
10 Skinks (50)
10 Skinks (50)
10 Skink Skirmishers (70)
10 Skink Skirmishers (70)
10 Skink Skirmishers (70)
Special:
16 Temple Guard - Standard Bearer, Musician (277)
3 Terradon Riders (90)
3 Terradon Riders (90)
Pts: 2250
104 Models - 12 PD + Bound + Free Dice - 8 DD
One of the key elements in the army are the EotGs, and I'm looking to maximise the amount of Burning Alignments they can succesfully get across before either the stegadon or the priest dies, this is why I've included 2 small units of ranked Skinks with the primary job of shielding the stegadons from charges that would kill the priests by means of redirecting.
The skirmishers are basically there to give the army a solid shooting phase, especially against big monsters which few of my combat units can handle. The basic plan against big mean things is to do a beast cowers on them and then just shower them with Blowpipes and Burning Alignments. Another use of the skirmishers is screening more valuable property from shooting/magic.
Terradons are just awesome and I would really like to keep both units as they give me some of the evasiveness that I love about Wood Elves, and also serve as good flankers along with the 2 Skink groups.
Warmachines are another concern to the safety of the EotGs, and the main units in charge of shutting them down are the Terradons, ranked Skinks and especially the CotJW Scar-Vet. Other than that I will deploy the EotGs behind terrain to avoid getting shot down in turn 1 by a cannon before I atleast get the 5+ ward save thing going, while screening the rest of my army with skinks.
I play in a competitive environment so I'm not looking to pull any punches regarding the list I'm trying to put together. Having played Wood Elves for the most part of my career, the list may bear some of the traits that I'm used to utilizing with my Wood Elf army, hence the enourmous amount of skinks.
But anyway, please help me out by pointing out any weaknesses and/or overall critizisism of the list.
Characters:
Slaan - LvL 4, The Focused Rumination, Cubbed Hands of the Old Ones, BSB (345)
Skink Priest - LvL 2, EotG (390)
Skink Priest - LvL 2, EotG (390)
Saurus Scar-Veteran - Light Armor, Shield, Great Weapon, CotJW (124)
Core:
18 Saurus Warriors - Standard Bearer, Musician, Spears (234)
10 Skinks (50)
10 Skinks (50)
10 Skink Skirmishers (70)
10 Skink Skirmishers (70)
10 Skink Skirmishers (70)
Special:
16 Temple Guard - Standard Bearer, Musician (277)
3 Terradon Riders (90)
3 Terradon Riders (90)
Pts: 2250
104 Models - 12 PD + Bound + Free Dice - 8 DD
One of the key elements in the army are the EotGs, and I'm looking to maximise the amount of Burning Alignments they can succesfully get across before either the stegadon or the priest dies, this is why I've included 2 small units of ranked Skinks with the primary job of shielding the stegadons from charges that would kill the priests by means of redirecting.
The skirmishers are basically there to give the army a solid shooting phase, especially against big monsters which few of my combat units can handle. The basic plan against big mean things is to do a beast cowers on them and then just shower them with Blowpipes and Burning Alignments. Another use of the skirmishers is screening more valuable property from shooting/magic.
Terradons are just awesome and I would really like to keep both units as they give me some of the evasiveness that I love about Wood Elves, and also serve as good flankers along with the 2 Skink groups.
Warmachines are another concern to the safety of the EotGs, and the main units in charge of shutting them down are the Terradons, ranked Skinks and especially the CotJW Scar-Vet. Other than that I will deploy the EotGs behind terrain to avoid getting shot down in turn 1 by a cannon before I atleast get the 5+ ward save thing going, while screening the rest of my army with skinks.