Skaven Slave
datalink7
Clan Mors
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Hi All,
Got the new Lizardmen book on release day and I liked it so much I've decided to start an army. Now just to draw up a 2500 point list so that I can get to it. Hope you all can help me out with it.
Here is what I've drawn up initially.
Lords
Slann Mage Priest
. . BSB
. . Reservoir of Eldritch Energy
. . Becalming Cognition
. . Focus of Mystery
. . Harmonic Convergence
. . Channeling Staff
Total Lords: 450 pts
Heroes
Skink Chief
. . Terradon
. . Light Armor
. . Charmed Shield
. . Spear
. . The Egg of Quango
Tetto'Eko
Total Heroes: 299 pts
Core
30 Saurus with Spears
. . Full Command
16 Skinks
16 Skinks
10 Skink Skirmishers
10 Skink Skirmishers
10 Skink Skirmishers
Total Core: 730
Special
2 Jungle Swarm
4 Ripperdactyls
3 Ripperdactyls
3 Ripperdactyls
Total Special: 470
Rare
Ancient Stegadon
. . Engine of the Gods
. . Sharpened Tusks
Ancient Stegadon
. . Sharpened Tusks
Total Rare: 550
Total Roster Cost: 2499
My thought is that the flying cavalry can serve several different functions. Chief can help clear chaff. Ripperdactyls, with Frenzy, aren't great at clearing chaff due to forced overruns. However, they can go hunt War Machines. Also, they are there for assassination attempts or they can be expensive to get through speedbumps. I don't expect them to win, but if I park them in front of a unit it will cost them to get through. I'll have to be more careful against higher initiative armies. In that case, I'll use them on attack only when I can cast initiative buffs on them or debuffs on the enemy.
With 13 drops, vanguarding on the Skink Chief and Ripperdactyls, plus D3 (probably skink skirmishers) more units, I should have a pretty good advantage in dictating the direction of the battle.
The magic phase should be fairly strong. Rerolling 1's (most of the time) to cast, generating power dice on 5+ with three dice, and saving a dice from the dispel phase, and making one spell lore easier to cast, I should be able to get through something each turn.
The two 16 man skink units are just bunkers for the Slann and Tetto.
I did have several concerns.
1) No Dispel Scroll. This is mitigated by being able to generate more dispel dice and rerolling dispel attempts, but will still be missed.
2) Not sure about the skink chief. With ASF and option for S7, this gives him different roles from War Machine Hunting to Assassination attempts or adding a bit to a combat. However, he is more expensive. Keep thinking I should just drop him down to Spear/Charmed Shield for a cheap option.
3) Only one main combat block, being the Saurus (in a 6x5 formation).
Thanks for any assistance.
Got the new Lizardmen book on release day and I liked it so much I've decided to start an army. Now just to draw up a 2500 point list so that I can get to it. Hope you all can help me out with it.
Here is what I've drawn up initially.
Lords
Slann Mage Priest
. . BSB
. . Reservoir of Eldritch Energy
. . Becalming Cognition
. . Focus of Mystery
. . Harmonic Convergence
. . Channeling Staff
Total Lords: 450 pts
Heroes
Skink Chief
. . Terradon
. . Light Armor
. . Charmed Shield
. . Spear
. . The Egg of Quango
Tetto'Eko
Total Heroes: 299 pts
Core
30 Saurus with Spears
. . Full Command
16 Skinks
16 Skinks
10 Skink Skirmishers
10 Skink Skirmishers
10 Skink Skirmishers
Total Core: 730
Special
2 Jungle Swarm
4 Ripperdactyls
3 Ripperdactyls
3 Ripperdactyls
Total Special: 470
Rare
Ancient Stegadon
. . Engine of the Gods
. . Sharpened Tusks
Ancient Stegadon
. . Sharpened Tusks
Total Rare: 550
Total Roster Cost: 2499
My thought is that the flying cavalry can serve several different functions. Chief can help clear chaff. Ripperdactyls, with Frenzy, aren't great at clearing chaff due to forced overruns. However, they can go hunt War Machines. Also, they are there for assassination attempts or they can be expensive to get through speedbumps. I don't expect them to win, but if I park them in front of a unit it will cost them to get through. I'll have to be more careful against higher initiative armies. In that case, I'll use them on attack only when I can cast initiative buffs on them or debuffs on the enemy.
With 13 drops, vanguarding on the Skink Chief and Ripperdactyls, plus D3 (probably skink skirmishers) more units, I should have a pretty good advantage in dictating the direction of the battle.
The magic phase should be fairly strong. Rerolling 1's (most of the time) to cast, generating power dice on 5+ with three dice, and saving a dice from the dispel phase, and making one spell lore easier to cast, I should be able to get through something each turn.
The two 16 man skink units are just bunkers for the Slann and Tetto.
I did have several concerns.
1) No Dispel Scroll. This is mitigated by being able to generate more dispel dice and rerolling dispel attempts, but will still be missed.
2) Not sure about the skink chief. With ASF and option for S7, this gives him different roles from War Machine Hunting to Assassination attempts or adding a bit to a combat. However, he is more expensive. Keep thinking I should just drop him down to Spear/Charmed Shield for a cheap option.
3) Only one main combat block, being the Saurus (in a 6x5 formation).
Thanks for any assistance.