Skink
Scarr_Horned_one
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I have no real experience with Lizardmen, and I have only played them once. I like the look of the Carnosaur and I think I could manage to make a viable list without a Slann. I'm not new to the game if you would think so.
Lords: Saurus Oldblood General w/ Carnosaur, Sword of Bloodshed, Charmed Shield, Dragonbane Gem, Light Armour and Potion of Strength 455 pts
Heroes: Saurus Scar-Veteran BSB w/ Venom of the Firefly Frog, Additional Hand Weapon and Armour of Fortune 159 pts
Heroes: Skink Priest Level 2 w/ Curse-Charm of Tepok and Dispel Scroll 150 pts
Heroes: Skink Priest Level 2 w/ Cupped Hands of the Old Ones and Ironcurse Icon 150 pts
Core: 24 Skinks and 3 Kroxigors w/ Full Command 307 pts
Core: 13 Saurus Warriors w/ Full Command 173 pts
Core: 10 Skink Skirmishers w/ Javelins x2 160 pts
Special: 3 Terradon Riders 90 pts
Special: 5 Chameleon Skinks x2 120 pts
Special: 5 Cold One Knights w/ Full Command 225 pts
Rare: Ancient Stegadon 275 pts
Rare: 2 Salamanders w/ Additional Handlers 160 pts
Rare: 1 Salamanders 75 pts
2499
I will mostly charge units with multiple units. This means that I will often charge the Carnosaur and Cold One Knights at the same target. The reason why this is smart is because I don't want my Carnosaur Oldblood to be stuck in a challenge with a simple champion, and I would also kill the foes unit faster.
As most people can see, I will have problems with killing Steadfast units. Solutions to these kind of things is:
Double Iceshard Blizzards
Comet
Salamanders
and the combo charges.
I think it's important that my Combo-charge units can take some hitting from light targets. I don't want to lose because my models don't stand at the end of the game.
I will shoot at things that's too dangerous to close in on.
The reason why the Saurus unit is so small is because it's mostly used as a bodyguard for the BSB and rear defender if my opponent sneaks things behind my line.
Give your pointings and I will give you mine.
Scarr
Lords: Saurus Oldblood General w/ Carnosaur, Sword of Bloodshed, Charmed Shield, Dragonbane Gem, Light Armour and Potion of Strength 455 pts
Heroes: Saurus Scar-Veteran BSB w/ Venom of the Firefly Frog, Additional Hand Weapon and Armour of Fortune 159 pts
Heroes: Skink Priest Level 2 w/ Curse-Charm of Tepok and Dispel Scroll 150 pts
Heroes: Skink Priest Level 2 w/ Cupped Hands of the Old Ones and Ironcurse Icon 150 pts
Core: 24 Skinks and 3 Kroxigors w/ Full Command 307 pts
Core: 13 Saurus Warriors w/ Full Command 173 pts
Core: 10 Skink Skirmishers w/ Javelins x2 160 pts
Special: 3 Terradon Riders 90 pts
Special: 5 Chameleon Skinks x2 120 pts
Special: 5 Cold One Knights w/ Full Command 225 pts
Rare: Ancient Stegadon 275 pts
Rare: 2 Salamanders w/ Additional Handlers 160 pts
Rare: 1 Salamanders 75 pts
2499
I will mostly charge units with multiple units. This means that I will often charge the Carnosaur and Cold One Knights at the same target. The reason why this is smart is because I don't want my Carnosaur Oldblood to be stuck in a challenge with a simple champion, and I would also kill the foes unit faster.
As most people can see, I will have problems with killing Steadfast units. Solutions to these kind of things is:
Double Iceshard Blizzards
Comet
Salamanders
and the combo charges.
I think it's important that my Combo-charge units can take some hitting from light targets. I don't want to lose because my models don't stand at the end of the game.
I will shoot at things that's too dangerous to close in on.
The reason why the Saurus unit is so small is because it's mostly used as a bodyguard for the BSB and rear defender if my opponent sneaks things behind my line.
Give your pointings and I will give you mine.
Scarr