Scar-Veteran
Putzfrau
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This is my attempt to create a somewhat competitive list while still adhering to a few of aesthetic choices I like. Love the carnosaur model and stegadon models, so I really wanted to fit them in. While I understand the competitive aspect of skink cloud I wanted some type of combat block and I just couldn't find the points for templeguard while keeping the two monsters, so I used a smallish block of saurus to satisfy that need.
Slann
harmonic convergence, soul of stone, resevoir of eldritch energy
BSB
Channeling staff
lore of death
Old blood
Cold one
Light armor, great weapon
Scar Vet
Carnosaur, blood roar
Ironcurse Icon, Dragon Helm, Luckstone
Light armour, shield, spear
Tetto
20 saurus full command, hw and s
3 x 10 skirmishers javs
20 cohorts musician
10 cohorts musician
2 x 3 terradons
Ancient Steg w/ horns
2 x 1 sallies w/ extra handler
Comes to an even 2400 points. The basic philosophy was keeping a lot of the "net listy" type competitive aspects in the skinks/terradons/sallies because they are extremely effective, while adding a personal flair. Terradons for redirecting/chaff hunting, skinks for avoidance/redirecting and shooting, and sallies for dealing with low toughness elves.
Tetto and the slann can sit in the cohort blocks or in the saurus block doing their magic casting thing. The old blood is a poor mans attempt to fulfill the typical "cowboy" role that I wouldn't have because of the scarnosaur/tetto. The scarnosaur is cheapish, while still getting blood roar and a 1+ save with a 1 time rerollable. Getting the scar vet on a carnosaur down to a 1+ is difficult without utilizing a shield, which is why I picked the spear.
At the end of the day I found it extremely difficult to fit everything I wanted into my lords/heroes section into the points allotment. Fitting in the carnosaur made me feel like I "needed" the old blood to function as a cowboy, even if he's super bare bones. The amount of power tetto brings, especially with the vanguard move, also felt like a good choice because of the carnosaur, but it all adds up to something i'm not sure i'm totally happy with.
I understand dropping the carnosaur would be easy, and I have several other Lord/Hero load outs that are much more "min/max" but they have no carnosaur and that makes me sad.
One of the things i've been thinking about is dropping a discipline on the slann to give the oldblood a ward of some kind or the dawnstone, and dropping tetto for another scar vet on cold one, with a more typical load out (armor of destiny or something like that).
Obviously that would swing a lot of the lists focus away from magic, which I'm unsure of. I know a lot of people on these forums are hesitant to invest in magic, but I find the whole lizardmen book relies so heavily on the slann, I'm worried i'll need him to do a lot of the heavy lifting especially with a fluffy choice like a carnosaur.
If i want to keep the carnosaur I'm stuck between dropping magical power or dropping some of the more typical tough as nails cowboy builds. I'm just quite sure which one i'm more comfortable with. Any advice?
Slann
harmonic convergence, soul of stone, resevoir of eldritch energy
BSB
Channeling staff
lore of death
Old blood
Cold one
Light armor, great weapon
Scar Vet
Carnosaur, blood roar
Ironcurse Icon, Dragon Helm, Luckstone
Light armour, shield, spear
Tetto
20 saurus full command, hw and s
3 x 10 skirmishers javs
20 cohorts musician
10 cohorts musician
2 x 3 terradons
Ancient Steg w/ horns
2 x 1 sallies w/ extra handler
Comes to an even 2400 points. The basic philosophy was keeping a lot of the "net listy" type competitive aspects in the skinks/terradons/sallies because they are extremely effective, while adding a personal flair. Terradons for redirecting/chaff hunting, skinks for avoidance/redirecting and shooting, and sallies for dealing with low toughness elves.
Tetto and the slann can sit in the cohort blocks or in the saurus block doing their magic casting thing. The old blood is a poor mans attempt to fulfill the typical "cowboy" role that I wouldn't have because of the scarnosaur/tetto. The scarnosaur is cheapish, while still getting blood roar and a 1+ save with a 1 time rerollable. Getting the scar vet on a carnosaur down to a 1+ is difficult without utilizing a shield, which is why I picked the spear.
At the end of the day I found it extremely difficult to fit everything I wanted into my lords/heroes section into the points allotment. Fitting in the carnosaur made me feel like I "needed" the old blood to function as a cowboy, even if he's super bare bones. The amount of power tetto brings, especially with the vanguard move, also felt like a good choice because of the carnosaur, but it all adds up to something i'm not sure i'm totally happy with.
I understand dropping the carnosaur would be easy, and I have several other Lord/Hero load outs that are much more "min/max" but they have no carnosaur and that makes me sad.
One of the things i've been thinking about is dropping a discipline on the slann to give the oldblood a ward of some kind or the dawnstone, and dropping tetto for another scar vet on cold one, with a more typical load out (armor of destiny or something like that).
Obviously that would swing a lot of the lists focus away from magic, which I'm unsure of. I know a lot of people on these forums are hesitant to invest in magic, but I find the whole lizardmen book relies so heavily on the slann, I'm worried i'll need him to do a lot of the heavy lifting especially with a fluffy choice like a carnosaur.
If i want to keep the carnosaur I'm stuck between dropping magical power or dropping some of the more typical tough as nails cowboy builds. I'm just quite sure which one i'm more comfortable with. Any advice?