Skaven Slave
Anubris
Clan Skryre
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So far I've only played at around 1k points. Character wise I've only played with skink priests and scar-vets. I want to make some kind of template list and try it out(using stand-ins or just flat bases maybe). I hope it will guide me in my decisions on what units I want to buy next.
The list I thought of:
2500 point list Lizardmen
Lords (460)
General: Saurus oldblood, light armour, carnosaur, burning blade of chotec, charmed shield, talisman of preservation, carnosaur pendant, ironcurse icon (460)
Heroes (625)
Skink priest, level 2, ancient stegadon with engine of the gods, dawnstone, diadem of power or dispel scroll (440)
Saurus scar-veteran, battle standard bearer, cold one, light armour, glyph necklace, venom of the firely frog, dragonhelm (185)
Core units
-25 Saurus warriors, full command (305)
-10 skink skirmishers (70)
-10 skink skirmishers (70)
-29 skinks, 3 kroxigor, musician, standard bearer (324)
Special units
-3 Terradon riders (90)
-5 Chameleon skinks (60)
-5 Chameleon skinks (60)
Rare units
-Salamander hunting pack, extra snack (80)
-Salamander hunting pack, extra snack (80)
-Ancient stegadon (275)
Total: 2499
My thoughts/comments on the list:
-I never tried out a Slann, but I really like the kroq-gar carnosaur model (I'm not the only one I suppose
). Playing a slann is definitely something I would try as well, but I'm a huge dinosaur fan so I guess I'll buy the carnosaur model anyway.
-Oldblood equipment: I thought this equipment gives him a solid chance to kill a monster or something ethereal (magical and flaming attacks to stop regeneration), keep initiative 4 (even though its not that great), 1+ AS (scaly skin 4+, mounted, LA, shield), 4+ ward save. The charmed shield is meant to deflect the first canonball shot at him!
-I thought the ironcurse icon for 5 points might prove handy in case my opponent starts off first and shoots a cannonball at my carnosaur (in this case I cannot activate the EoTG in time). But I am not entirely sure whether the item has effect on the carnosaur? (does the carnosaur count as being in ''the same unit''?).
-Carnosaur pendant for extra attack. I got two questions though: 1) Does the carnosaurs own frenzy (including extra attack) transfer to the old blood? Some people on other forums were claiming this to be true but it sounds wrong. 2) If you are fighting with oldblood(+pendant) or carnosaur and inflict an unsaved wound, do you get an extra attack in THAT round of combat or the next round of combat?
-Other items I considered were:
Crown of command and The other tricksters shard
- For the priest: do you guys think a cube of darkness is worth it? I heard many people being enthousiastic about a dawnstone (I agree but haven't tested it for real), which means I could add a dispell scroll or the diadem of power. Any ideas on what might be best?
-Scar-veteran BSB. I figured a BSB is really great at 2k + points, but I have no idea how to use it. If it loses combat and has to flee it dies, so I suppose careful play? Should I put him in my saurus unit or field him as a lone character? I didn't have alot of freedom on the equipment due to point limits (625 points for heroes which is filled for 100%). My current build gives him stupidity from the coldone (but it should be rerollable because he is the BSB?), a 1+ AS (5+ scaly skin, cold one, LA, dragonhelm) and a 5+ ward save. I decided for VoTFF because it's a cheap way to give him magical attacks and wounding on 6 is never wrong!
I got one specific question about the scar-vet BSB: Can you let him fight with a 2-hander or a 1h + shield? I don't have the points for a 2-hander in this specific setup but maybe I should think about it?
-Stegadon/Ancient stegadon choice. I couldn't properly convince myself which one was better. The baby steg has more attacks, but lower strenght and a long range penetrating arrow. This sounds pretty good.
The ancient steg has S6 but one less attack, and double blowpipes. I chose the ancient steg because I like the idea of moving it close to enemies, fire blowpipes and charge when I can. The baby steg seems more like the ''stand in the back and fire'' kind of guy. What do you guys think?
General idea for the army:
1 backbone core unit (saurus warriors, which might contain the BSB?), and several fast moving units. The skink skirmishers are mainly to screen the rest of the army, shoot and redirect enemies. Skrox can keep up with the rest of the army or help out the saurus. Terradons and charmeleon skinks have to take out war machines or annoy enemy wizards, buying time for the carno lord and priest to get into the fray. Salamanders can march and fire, allowing them to move ahead as well and thin out the enemy R&F units. The carnosaur lord could opt to either kill monsters on its own (carnosaur has D3 wounds and the old blood has flaming attacks) or make a combined charge with 1 or 2 stegadons on other units.
The biggest drawback of the list is the weakness against war machines and a weak magic phase. I try to counter this by using chameleon skinks + terradons, the EoTG bubble to protect carnosaur/itself/other units, equip my characters with ward saves. Another way to look at the war machines is target saturation.
The weak magic phase (no slann) is countered by having a lv 3 wizard, combined with a dispell scroll or the diadem of power. The engines magical effects cannot be dispelled, which is great for this list.
I'm sorry if its a long read
and I hope you can give me some feedback 
The list I thought of:
2500 point list Lizardmen
Lords (460)
General: Saurus oldblood, light armour, carnosaur, burning blade of chotec, charmed shield, talisman of preservation, carnosaur pendant, ironcurse icon (460)
Heroes (625)
Skink priest, level 2, ancient stegadon with engine of the gods, dawnstone, diadem of power or dispel scroll (440)
Saurus scar-veteran, battle standard bearer, cold one, light armour, glyph necklace, venom of the firely frog, dragonhelm (185)
Core units
-25 Saurus warriors, full command (305)
-10 skink skirmishers (70)
-10 skink skirmishers (70)
-29 skinks, 3 kroxigor, musician, standard bearer (324)
Special units
-3 Terradon riders (90)
-5 Chameleon skinks (60)
-5 Chameleon skinks (60)
Rare units
-Salamander hunting pack, extra snack (80)
-Salamander hunting pack, extra snack (80)
-Ancient stegadon (275)
Total: 2499
My thoughts/comments on the list:
-I never tried out a Slann, but I really like the kroq-gar carnosaur model (I'm not the only one I suppose
-Oldblood equipment: I thought this equipment gives him a solid chance to kill a monster or something ethereal (magical and flaming attacks to stop regeneration), keep initiative 4 (even though its not that great), 1+ AS (scaly skin 4+, mounted, LA, shield), 4+ ward save. The charmed shield is meant to deflect the first canonball shot at him!
-I thought the ironcurse icon for 5 points might prove handy in case my opponent starts off first and shoots a cannonball at my carnosaur (in this case I cannot activate the EoTG in time). But I am not entirely sure whether the item has effect on the carnosaur? (does the carnosaur count as being in ''the same unit''?).
-Carnosaur pendant for extra attack. I got two questions though: 1) Does the carnosaurs own frenzy (including extra attack) transfer to the old blood? Some people on other forums were claiming this to be true but it sounds wrong. 2) If you are fighting with oldblood(+pendant) or carnosaur and inflict an unsaved wound, do you get an extra attack in THAT round of combat or the next round of combat?
-Other items I considered were:
Crown of command and The other tricksters shard
- For the priest: do you guys think a cube of darkness is worth it? I heard many people being enthousiastic about a dawnstone (I agree but haven't tested it for real), which means I could add a dispell scroll or the diadem of power. Any ideas on what might be best?
-Scar-veteran BSB. I figured a BSB is really great at 2k + points, but I have no idea how to use it. If it loses combat and has to flee it dies, so I suppose careful play? Should I put him in my saurus unit or field him as a lone character? I didn't have alot of freedom on the equipment due to point limits (625 points for heroes which is filled for 100%). My current build gives him stupidity from the coldone (but it should be rerollable because he is the BSB?), a 1+ AS (5+ scaly skin, cold one, LA, dragonhelm) and a 5+ ward save. I decided for VoTFF because it's a cheap way to give him magical attacks and wounding on 6 is never wrong!
I got one specific question about the scar-vet BSB: Can you let him fight with a 2-hander or a 1h + shield? I don't have the points for a 2-hander in this specific setup but maybe I should think about it?
-Stegadon/Ancient stegadon choice. I couldn't properly convince myself which one was better. The baby steg has more attacks, but lower strenght and a long range penetrating arrow. This sounds pretty good.
The ancient steg has S6 but one less attack, and double blowpipes. I chose the ancient steg because I like the idea of moving it close to enemies, fire blowpipes and charge when I can. The baby steg seems more like the ''stand in the back and fire'' kind of guy. What do you guys think?
General idea for the army:
1 backbone core unit (saurus warriors, which might contain the BSB?), and several fast moving units. The skink skirmishers are mainly to screen the rest of the army, shoot and redirect enemies. Skrox can keep up with the rest of the army or help out the saurus. Terradons and charmeleon skinks have to take out war machines or annoy enemy wizards, buying time for the carno lord and priest to get into the fray. Salamanders can march and fire, allowing them to move ahead as well and thin out the enemy R&F units. The carnosaur lord could opt to either kill monsters on its own (carnosaur has D3 wounds and the old blood has flaming attacks) or make a combined charge with 1 or 2 stegadons on other units.
The biggest drawback of the list is the weakness against war machines and a weak magic phase. I try to counter this by using chameleon skinks + terradons, the EoTG bubble to protect carnosaur/itself/other units, equip my characters with ward saves. Another way to look at the war machines is target saturation.
The weak magic phase (no slann) is countered by having a lv 3 wizard, combined with a dispell scroll or the diadem of power. The engines magical effects cannot be dispelled, which is great for this list.
I'm sorry if its a long read