Chameleon Skink
Dunya
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Hello,
I've been away from Lizardmen for a while now, only really bringing them out in smaller battles, and I am still sussing out the details of how to adjust my old Light Slann style army to the new book. One thing that I know for certain is that the Slann is no longer going in a TG unit without the protection of Cupped Hands
. This list is just my preliminary thoughts, and I fully expect it to be tweaked quite a bit:
Slann Mage-Priest
- BSB, Channeling Staff, Becalming Cogitation, Harmonic Convergence, Lore of Light
Skink Priest
- Level 2, Dispel Scroll, Lore of Heavens
Skink Chief
- Ripperdactyl, Spear, Light Armor, Shield, Dragonhelm, Luckstone, The Egg of Quango
Saurus Scar-Veteran
- Cold One, Armor of Destiny, Great Weapon
11 Skink Cohort
- Std
10 Skink Skirmishers
10 Skink Skirmishers
10 Skink Skirmishers
10 Skink Skirmishers
24 Saurus
- Std, Mu, Spears
24 Temple Guard
- Std, Mu, Banner of Eternal Flame
6 Kroxigor
- Kroxigor Ancient
Ancient Stegadon
Salamander
Salamander
----
2500 pts, 118 models
The list I used to run looked roughly like this: Cupped Hands Slann in TG, Cold One Scar-Vet, EotG Skink Priest, Skrox, Saurus, 3 units of Chameleons, Terradons and some Salamanders.
So the basic adjustment I've made is to move the bulk of the skirmishing force from Special to Core, since I like the new Javelin+Shield Skinks over Chameleons and the Terradons seem a tad expensive now. The 6man Krox unit is meant to replace the old Skrox unit, and should synergize well with Light. I'll bunker the Slann in a Skink unit or float him solo behind the lines depending on the situation. The Scar-Vet in the old list had the Burning Blade, Charmed Shield and Dawnstone combo, so I've included a Scar-Vet on foot to retain a source magical attacks.
I'm looking forward to any feedback.
*Edit: Switched the Lore of the Skink Priest, added a Skink Cohort and changed up the Scar-Vet on foot
I've been away from Lizardmen for a while now, only really bringing them out in smaller battles, and I am still sussing out the details of how to adjust my old Light Slann style army to the new book. One thing that I know for certain is that the Slann is no longer going in a TG unit without the protection of Cupped Hands
Slann Mage-Priest
- BSB, Channeling Staff, Becalming Cogitation, Harmonic Convergence, Lore of Light
Skink Priest
- Level 2, Dispel Scroll, Lore of Heavens
Skink Chief
- Ripperdactyl, Spear, Light Armor, Shield, Dragonhelm, Luckstone, The Egg of Quango
Saurus Scar-Veteran
- Cold One, Armor of Destiny, Great Weapon
11 Skink Cohort
- Std
10 Skink Skirmishers
10 Skink Skirmishers
10 Skink Skirmishers
10 Skink Skirmishers
24 Saurus
- Std, Mu, Spears
24 Temple Guard
- Std, Mu, Banner of Eternal Flame
6 Kroxigor
- Kroxigor Ancient
Ancient Stegadon
Salamander
Salamander
----
2500 pts, 118 models
The list I used to run looked roughly like this: Cupped Hands Slann in TG, Cold One Scar-Vet, EotG Skink Priest, Skrox, Saurus, 3 units of Chameleons, Terradons and some Salamanders.
So the basic adjustment I've made is to move the bulk of the skirmishing force from Special to Core, since I like the new Javelin+Shield Skinks over Chameleons and the Terradons seem a tad expensive now. The 6man Krox unit is meant to replace the old Skrox unit, and should synergize well with Light. I'll bunker the Slann in a Skink unit or float him solo behind the lines depending on the situation. The Scar-Vet in the old list had the Burning Blade, Charmed Shield and Dawnstone combo, so I've included a Scar-Vet on foot to retain a source magical attacks.
I'm looking forward to any feedback.
*Edit: Switched the Lore of the Skink Priest, added a Skink Cohort and changed up the Scar-Vet on foot