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7th Ed. 800pt List for Escalation Tournament

Skink

SiegeCommander

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So for the next stage of the tourney we are limited to 800 points
Last week we were at 650 and I ran

Scar-vet: CO, Burning Blade, Enchant Shld, LA

2x 12 skink skirmishers

15 Saurus Warriors: spear, banner musician

10 chameleons

I played a dwarf player and got a draw. His unit of 20 warriors(with a thane) smashed my saurus but my scar vet wiped the board of everything else. So I was thinking I should give the saurus block more support.
What do you guys think of this list

Scar-vet: CO, Burning Blade, Enchant Shld, LA

2x 12 skink skirmishers (screen saurus and krox, and pestering)

20 Saurus Warriors: spear, banner musician

3 Kroxigors (helping protect saurus flanks and flank charge saurus targets)
 
Well, let us take a look at what you got:

Essentially the two groups are the same except for the unit of chameleons
versus the Kroxs, again essentially.

Chameleons give you poisons, skirmishers, scouts, and chameleon. Coupled
with 6M, a 4BS, and 6Ld, but only 1 attack.

Kroxs give 4+ Scaly Skin and Fear, because essentially the other two effects
(Spawn-kin and Great Reach) don't apply since all skinks are skirmishers in the
above lists. Kroxs also give 6M, require CC to cause wounds, with a 3WS but a
-1 modifier, Ld7, 3 attacks each and 3 wounds each.

So you have the same amount of attacks available, and the same amount of
wounds, essentially. So it comes down to output:
Fear vs. Scouts?
Shooting vs. CC?

The theme of your list seems to be the Anvil Saurus Block. Kind of like, right
there- IN YOUR FACE. Number of attacks, high strength, good leadership, the
Kroxs fit more your list theme, IMO.
You have 2 units to sway attention towards the saurus, keep the Krox for
flanking defenses and manouvers.

I like it!

GL
 
Agreed, krox should be good. As the game escalates keep them at 3 krox. 4 krox is a bit unwieldy to maneuver IMO.
 
Fnatk said:
So you have the same amount of attacks available, and the same amount of
wounds, essentially. So it comes down to output:
Fear vs. Scouts?
Shooting vs. CC?

I just have to mention that any lizardmen player will use the multiple shots rule with blowpipes, so they aren't equal attacks...

Chameleons can get off 20 shots, even if they move and fire at long range thanks to BS4..

Krox is only 9 attacks, but where the difference starts is that chameleons are obviously shooters, but they also have poison. If you don't roll poison and just roll hits, its only str 3. Krox are CC but have great weapons, so its 9 attacks at str 6 (-3 to armor). Obviously you have to tailor the army based on what you fight the most...

Against a gunline or such I'd take Chameleons, against cavalry based armies or armies that will meet your saurus in CC, the krox will probably do you better...

Since its probably a situation where you can't change your army setup per opponent, I'd actually say Chameleons will serve you better. They can hurt certain things really well with poison, and can whittle down certain units as they come to fight you. You also have them incase of any type of gunline...

;)
 
SlannOfItza said:
I just have to mention that any lizardmen player will use the multiple shots rule with blowpipes, so they aren't equal attacks...

Chameleons can get off 20 shots, even if they move and fire at long range thanks to BS4..

Sorry, I know not of this rule you speak of. Perhaps it is because I lack the rulebook, and it is contained therein?

Otherwise, chameleons are considered skinks not lizardmen and therefore would not get multiple
shots.

But, I do agree with the rest of your statment SoI...
 
Fnatk said:
Sorry, I know not of this rule you speak of. Perhaps it is because I lack the rulebook, and it is contained therein?

Lizardman Rulebook - pg 49, In a side box labelled 'Blowpipe': "Maximum range: 12" Strength: 3 Rules: 2 x Multiple Shots"
 
So it is. Guess I need to READ all of the insets! LOL
 
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