Jungle Swarm
Xipe-Topec
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I'm going to be playing against some Empire or Bretts, and I'm trying to work up my first 7th edition list. I'm fairly new to Warhammer, and I haven't worked with Magic before, so I realize this is a magicless army. I haven't worked out a magical list yet. I'm going to give a pure fighting list a workout. I would very much appreciate any suggestions!
7TH EDITION LIZARDMAN ARMY , Total 1997
Unit 1: Saurus Oldblood with Blade of Revered Tzunki, Glyph Necklace, Enchanted Shield, Carnosaur
Unit 2: Saurus Scar-Veteran with Burning Blade o Chotek, Charm of the Jaguar, Light Armor, Shield
Unit 3: Saurus Warriors x13 with Spears
Unit 4: Saurus Warriors x13 with Spears
Unit 5: Saurus Warriors x13 with Spears
Unit 6: Saurus Warriors x13 with Spears
Unit 7: Ancient Stegadon
Skink Chief with Stegadon War-Spear
Unit 8: Kroxigor x2
Skinks x16
Unit 9: Kroxigor x2
Skinks x16
My Oldblood on a carnosaur is aimed at taking on armored cavalry with his weapon that ignores armor. He should also be a good hero killer for the same reason.
Ditto for the Scar-Vet who can fly into a charge. His weapons gives -2 to armor saves.
These guys (especially the Scar Vet) can also go hunting for cannons and stuff when fighting Empire.
The Ancient Steg and the 4 smallish blocks of saurus warriors will be my up-the-middle anvils. The Steg also has some shooting potential as long as he isn't marching, charging, or in combat. (I'm thinking a first turn march followed by a walk will let the Warriors catch up (two marches) and maybe give me a chance to get off a bunch of darts - 4D6 poison shots!)
The two skink-krox units will be my flanking units to either protect my warriors/steg wall, or do flanking attacks. The Oldblood/Carnosaur and the flying Scar-Vet should be able to do the same, should the need or opportunity arrive.
That's my general plan. Any thoughts on the list or strategy?
7TH EDITION LIZARDMAN ARMY , Total 1997
Unit 1: Saurus Oldblood with Blade of Revered Tzunki, Glyph Necklace, Enchanted Shield, Carnosaur
Unit 2: Saurus Scar-Veteran with Burning Blade o Chotek, Charm of the Jaguar, Light Armor, Shield
Unit 3: Saurus Warriors x13 with Spears
Unit 4: Saurus Warriors x13 with Spears
Unit 5: Saurus Warriors x13 with Spears
Unit 6: Saurus Warriors x13 with Spears
Unit 7: Ancient Stegadon
Skink Chief with Stegadon War-Spear
Unit 8: Kroxigor x2
Skinks x16
Unit 9: Kroxigor x2
Skinks x16
My Oldblood on a carnosaur is aimed at taking on armored cavalry with his weapon that ignores armor. He should also be a good hero killer for the same reason.
Ditto for the Scar-Vet who can fly into a charge. His weapons gives -2 to armor saves.
These guys (especially the Scar Vet) can also go hunting for cannons and stuff when fighting Empire.
The Ancient Steg and the 4 smallish blocks of saurus warriors will be my up-the-middle anvils. The Steg also has some shooting potential as long as he isn't marching, charging, or in combat. (I'm thinking a first turn march followed by a walk will let the Warriors catch up (two marches) and maybe give me a chance to get off a bunch of darts - 4D6 poison shots!)
The two skink-krox units will be my flanking units to either protect my warriors/steg wall, or do flanking attacks. The Oldblood/Carnosaur and the flying Scar-Vet should be able to do the same, should the need or opportunity arrive.
That's my general plan. Any thoughts on the list or strategy?