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7th Ed. 2250 list I plan to build up to

Skink

ron

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Hi all, I'm planning on starting Lizardmen soon and I was thinking about making this list my goal. I'd really appreciate some opinions here. Thanks alot.

Lord(General):Slaan Mage Priest
Extra dice to cast, Know entire lore, Re-roll miscast results
375 Points

Hero: Skink Priest
Level 2, Engine of the Gods, Dispell Scroll, Diadem of Power
440 Points

Hero: Skink Priest:
Level 2, Dispell Scroll, Rod of the Storm
150 Points

Core: 18x Saurus Warriors
Spears, Standard Bearer
228 Points

Core: 18x Saurus Warriors
Spears, Standard Bearer
228 Points

Core: 11x Skink Skirmishers
77 Points

Core: 11x Skink Skirmishers
77 Points

Special: 6xCold One Cavalry
210 Points

Special: 16xTemple Guard
Standard Bearer, Champion with Burning Blade of Chotec
304 Points

Rare: Salamanders
Extra Handler
80 Points

Rare: Salamanders
Extra Handler
80 Points

2,249

11 Power Dice
7 Dispell Dice (And Diadem)
2 Dispell Scrolls
 
Let me get this straight; your bringing 8 magic levels to table and are still taking 3 Dispel Scrolls and the Diadem :jawdrop: ?

First of all; make your Slann the BSB, this way his TG will (almost) never break from combat.
Second; get the War-Drums on your Engine, just march yourself into the middle of the enemy army and set of the nuke, then just march to another spot the next turn and nuke again ;)
Third; get rid of the Soul of Stone and get the Cupped Hands of the Old Ones, you will be unlucky indeed (or playing DE) if you miscast more than once in the game and the Soul of Stone only really increase your chances of rolling a double 1
 
Wolf said:
Let me get this straight; your bringing 8 magic levels to table and are still taking 3 Dispel Scrolls and the Diadem :jawdrop: ?

Technically 9 levels(if you count extra dice from EotG) and only 2 DSs. Is there something wrong with that?

First of all; make your Slann the BSB, this way his TG will (almost) never break from combat.
Second; get the War-Drums on your Engine, just march yourself into the middle of the enemy army and set of the nuke, then just march to another spot the next turn and nuke again ;)

Sounds nice, but what to drop for all of that? I can lose Rod of the Storm for the BSB, but won't I need to drop the DS from the EotG skink to get the drum?

Third; get rid of the Soul of Stone and get the Cupped Hands of the Old Ones, you will be unlucky indeed (or playing DE) if you miscast more than once in the game and the Soul of Stone only really increase your chances of rolling a double 1

This sounds good.

Thanks alot.
 
ron said:
Hi all, I'm planning on starting Lizardmen soon and I was thinking about making this list my goal. I'd really appreciate some opinions here. Thanks alot.

Lord(General):Slaan Mage Priest
Extra dice to cast, Know entire lore, Re-roll miscast results
375 Points

Drop soul of stone, move your dispel scrolls to the slann.

Hero: Skink Priest
Level 2, Engine of the Gods, Dispell Scroll, Diadem of Power
440 Points

Move diadem to the priest on foot, take war drums and plaque of tepok.

Hero: Skink Priest:
Level 2, Dispell Scroll, Rod of the Storm
150 Points

Core: 18x Saurus Warriors
Spears, Standard Bearer
228 Points

Core: 18x Saurus Warriors
Spears, Standard Bearer
228 Points

Core: 11x Skink Skirmishers
77 Points

Core: 11x Skink Skirmishers
77 Points

Special: 6xCold One Cavalry
210 Points

Special: 16xTemple Guard
Standard Bearer, Champion with Burning Blade of Chotec.
304 Points

Drop the burning blade imo, great item, but not on a 1W model, the TG is there to die in a challenge to save the lives of other TG.

Rare: Salamanders
Extra Handler
80 Points

Drop one salamander and take 4 terradons, both units are great, but terradons are more great and (other than magic) would be the one sure bet in your army against annoying light cavalry like pistoliers or dark riders, this should leave you with 2249 points again I think, if you agree with all I suggest. Or you could keep both salemanders but drop a skirmisher from each unit and take the enemy caster dropping 6's slann thing, or a standard and musician to the cold ones.

Rare: Salamanders
Extra Handler
80 Points

2,249

11 Power Dice
7 Dispell Dice (And Diadem)
2 Dispell Scrolls
 
Personally, I frequently take a power stone (or two) with my Slann. Especially if he knows all the spells in a lore, and has the cupped hands. Most armies have one spell that just horribly hoses them in a terrible and awful way, and I like to have a magic turn where I can "alpha strike" and just throw everything at someone. I take the blood statuette, the rod of storms, and powa stone all in that turn. Powa Stones are also important to take on skink priests especially, in case they roll comet they could actually cast it.

Individual salamanders are the way to go, panic more stuff.
 
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