Jungle Swarm
The Green One
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As some of you might know, an interschool league is held anually between secondary schools. For the first time ever Okehampton college will be taking part. Unfortunately, only 4 people from each category (WHF, WH40K and LoTR) will be able to take part. At present we have only 10 active fantasy (yes, most people play 40k :/) which is offcourse a mixed blessing; less diveristy in general friendly games, but easier to make the team. However, assuming that between players that leave and join the club, we still have 10 fantasy players when it comes to crunch time, we are still left with 6 players who won't be taking part.
To sort out problems that may occur when deciding who makes the grade and who doesn't, we have decided as a group to hold a mini tournament, top 4 players qualifying. This is the bit i admit i am unhealthily competative: i am unhealthily competative! Due to this, i am adamant on making the team. During the past few months i have observed my fellows playing. After doing so i have noticed a few general mistakes being made by the majority. These include the absence of a sound plan, small but elite armies and components of armies not working in conjunction with each other. I then sat down and thought about what performs best for me in my Lizardmen army, and what doesn't work. This is what i came up with:
Hero:
N/a
Core:
13xskinks with blowpipes (78)
13xskinks with javelins and shields (78)
13xskinks with javelins and shields (78)
11xskinks with javelins and shields (66)
Special:
N/a
Rare:
3x salamander hunting packs (195)
Skinks are always amazing for me, and poison simply owns in small games. Saurus just dont cut it for me, thus the exclusion of them in my list. The other must have in my mind were the sallies. Artillery dice flammable hits, -1 to save and move and fire combined with a unit that still hurts in combat is just to good to pass up. I have not included a hero because in my experience, they just don't kill enough if they are melee oriented, and fail to cast much if mage oriented (max level 2 so 2+2=4pd v 2 dd...+bound item).
I would be grateful if you could assess my newbie list (yep i've just started the lizards). Any feedback is appreciated. Thanks!
To sort out problems that may occur when deciding who makes the grade and who doesn't, we have decided as a group to hold a mini tournament, top 4 players qualifying. This is the bit i admit i am unhealthily competative: i am unhealthily competative! Due to this, i am adamant on making the team. During the past few months i have observed my fellows playing. After doing so i have noticed a few general mistakes being made by the majority. These include the absence of a sound plan, small but elite armies and components of armies not working in conjunction with each other. I then sat down and thought about what performs best for me in my Lizardmen army, and what doesn't work. This is what i came up with:
Hero:
N/a
Core:
13xskinks with blowpipes (78)
13xskinks with javelins and shields (78)
13xskinks with javelins and shields (78)
11xskinks with javelins and shields (66)
Special:
N/a
Rare:
3x salamander hunting packs (195)
Skinks are always amazing for me, and poison simply owns in small games. Saurus just dont cut it for me, thus the exclusion of them in my list. The other must have in my mind were the sallies. Artillery dice flammable hits, -1 to save and move and fire combined with a unit that still hurts in combat is just to good to pass up. I have not included a hero because in my experience, they just don't kill enough if they are melee oriented, and fail to cast much if mage oriented (max level 2 so 2+2=4pd v 2 dd...+bound item).
I would be grateful if you could assess my newbie list (yep i've just started the lizards). Any feedback is appreciated. Thanks!