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8th Ed. Dual Carno and Slann?

Skink

Paradox

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So it looks like at the 2500 point level you could take a Slann and 2 Scar Vets on Carnosaurs. Only 1 Carno could have Blood Roar or Swiftstride, and neither Vet could take magic items, but on paper it seems like a good idea.

I was messing around and devised a list as follows:

Slann
BSB
Soul of Stone
Becalming Cognition
Harmonic Convergence
Focus of Mystery
Razor Banner
Book of Ashur
Dispel Scroll
Ironcurse Icon
Lord Total: 305ss

Scar Vet
Carnosaur
Bloodroar


Scar Vet
Carnosaur

Heros: 312.5ss

30 Saurus
Spear
Musician
Standard



20 Skink Cohort
Poison
Musician


10 Skink Skirmisher
Javelin


10 Skink Skirmisher
Javelin

Core:320ss

Bastilladon


30 Temple Guard
Full Command
Biting Blade
Lichebone Pendant

Special: 625

I don't think this is the route I am going to focus on, but thoughts / ideas? It seems like 2 Carnosaurs and a Slann would be epic...
 
Alright, so my opinion? Not get the blooadroar (which is unfortunate), but get some armour on those scar vet! 2 carno + SVs will be 600pts so you have 25pts left over. That's at least a LA and shield for both. You can also giv both a spear for S6 charge.

Keep the slann at a minimum (IMO), so a maybe high magic + BSB. This will cost you 984pts. Which is quite a lot actually.

625 goes to core.

So roughly 900pts to mess around with in special and rare.

Again, a personal preference, I wouldn't put the slann in the templeguard, I just have so bad luck with it and high magic is a somewhat high rolling lore, so putting him with some skinks should be alright - just keep them out of harms way.

~ 30 templeguards + full command 450pts, which means that you now have roughly 450pts left.

For these you can get 2 x 5 cameleon skinks for warmachines.

Proceed to buy 2 x 2 salamanders and you have a decent army the way I see it. You might have to drop a couple of templeguards though, to make the points fit.

So here's the thing about that army:

Your carnosaurs cowboys are somewhat vulnereable. Meaning no ward save, no reroll armour save, no nothing, just a regular 2+ armour save on the scar vet. Keep that in mind.

Your slann, with high magic, can both move them around with walk between worlds, but also heal them up, so that's not too terrible. He can always switch spells around for something more useful.

IMO you should make one good block of saurus + some skinks from the core, should be easily doable. This means that you have an army with 2 good combat blocks, some redirectors, some heavy hitters (carnosaurs) and some block-melters (salamanders) along with a little warmachine hunters.

It basically have everything most army would need and I think that it could work, although it's still a little flawed. However, and this is the most important part, it looks like a fun list :smug:

Should you decide to do something entirely different I'm sure it's going to be a blast anyway.
All in all the list I presented to you is more or less the same as yours, just a little more refined to allow for some more stuff.
 
I am currently working towards a dual carno, no slann list for 2500 points. It wasn't until I was messing around some this morning that I realized you could do both. I realize they are vulnerable, but I can't help but laugh at the thought of an opponent seeing 2 Carnos AND a Slann.
 
It's so silly so that I'll eventually try it. It might not be the most competitive list, but oh boy could it be fun.
 
Hmmmm.... If you can fit in 2 scarvet carnos and an slann.... :rage: :smug: :rage:
surely you could fit in 2 scar vet carnos and an old blood carno. :rage: :bored: :rage:
 
n810 said:
Hmmmm.... If you can fit in 2 scarvet carnos and an slann.... :rage: :smug: :rage:
surely you could fit in 2 scar vet carnos and an old blood carno. :rage: :bored: :rage:

I think I have a new Sig Quote.
 
Here's what I would do. I agree having a better armor save is better than upgrades for the carnosaur. I went Lore of light on the Slann for pha's protection. Between that and the 6+ wardsave bubble from the stegadon you should be able to deflect cannon balls long enough to kill them with rippers and chameleons.

Thoughts?


2500 Pts - Lizardmen Roster

Total Roster Cost: 2471

1 Slann Mage-Priest (Battle Standard Bearer)
1 Channeling Staff
1 The Harmonic Convergence

1 Saurus Scar-Veteran, ( Great Weapon + Light Armour)
1 Carnosaur
1 Saurus Scar-Veteran, ( Great Weapon + Light Armour)
1 Carnosaur

29 Saurus Warriors, Musician + Standard Bearer
1 Spawn Leader

10 Skink Skirmishers
10 Skink Skirmishers

11 Skink Cohort, Musician + Standard Bearer
1 Kroxigor

6 Chameleon Skinks
6 Chameleon Skinks

3 Ripperdactyl Rider
3 Ripperdactyl Rider

1 Ancient Stegadon (Engine of the Gods + Sharpened Horns)
1 Engine of the Gods

1 Salamander Hunting Pack
1 Salamander Hunting Pack
 
I'd drop the Salamanders but that's just a personal preference. I always see Salamanders as something you use in conjunction with a slow moving army. While your M4 troops move into position, your Salamanders burn things.

In your case you'll probably want to rush in with your Carnosaurs and Rippers quickly which won't give your Sallies much time to burn things before close combat is underway.

Good call on Light, though Life would also be a good choice in this setup. Also EOTG Steggy is a good choice as well in conjunction with BRB lore Slann, the Ward saves and target saturation will work well with the Carnosaurs.
 
2 Carnosaurs? That's silly.
You can have 3.
Take Tehenhauin, old blood on carnosaur, 2x scar vets on carnosaur, and you still have enough points for 2 ancients and a bastiladon.

You lose a level of magic and gain a carnosaur. That's a win in my book.

-Matt
 
Lizardmatt said:
2 Carnosaurs? That's silly.
You can have 3.
Take Tehenhauin, old blood on carnosaur, 2x scar vets on carnosaur, and you still have enough points for 2 ancients and a bastiladon.

You lose a level of magic and gain a carnosaur. That's a win in my book.

-Matt

While that's a fun idea, I don't think most sane players have three suitable Carnosaur models in their collection. He's asking for advice on a specific list so we should probably work within that framework. He's asking for advice on what apple to buy and you are telling him to buy a lawnmower.
 
Is there anything wrong from a competitive standpoint with a lizardmen army with so many carnosaurs? I know monster mash lists get cannon'd to death but if you pack enough magic (pha's protection), enough ripper/anti-warmachine, or tetto for a vanguard+14" move forward to get close enough to the opponent's unit to block cannon shots (can't possibly shoot your own unit/shoot into combat if they charge you) it might be okay.

Could we make such a list work at a competitive level?
 
Lizardmatt said:
2 Carnosaurs? That's silly.
You can have 3.
Take Tehenhauin, old blood on carnosaur, 2x scar vets on carnosaur, and you still have enough points for 2 ancients and a bastiladon.

You lose a level of magic and gain a carnosaur. That's a win in my book.

-Matt

That's utterly nuts. So it must be tried out. The amount of madness in such a list is too silly not to try out at least once, even if it means that I'll have to proxy a second carnosaur
 
So I worked it out, 3 Carnosaurs, Tehenhauin for magic and 3 other Dinos for some more fun. I also went with only Skinks, because I am going to need lots of shooting (Javelins) and they will be able to keep up with the Dinos.

Lords:
Old Blood
Carnosaur
GW
Light Armor
IronCurse
Dragon Helm
Luckstone

Tehenhauin

Lords Total: 312.5ss

Heros:

Scar Vet
Carnosaur
Spear
Light Armor
Charmed Shield

Scar Vet
Carnosaur
Spear
Enchanted Shield

Heros Total: 310ss

Core:

23 Skink Cohort
Poison
Full Command


20 Skink Cohort
Poison
Full Command

10 Skink Skirmisher
Javelin

10 Skink Skirmisher
Javelin

10 Skink Skirmisher
Javelin

10 Skink Skirmisher
Javelin

Core Total: 320.5ss

Special:

Bastilladon
Solar Engine

Bastilladon
Solar Engine

Special Total: 150ss

Rare:

Ancient Stegadon
Sharpened Horns
Engine of the Gods
Unstoppable Stampede

Rare Total: 155ss

I admit, this would be a difficult list to assemble, as well as not get destroyed by cannons, but with 6 Dinos, and 3 magical warmachines, I think this list could be some serious fun.
 
I'd consider making at least one big cohort unit. You'll want something big to hold up hit units so your big dinos can do their job.

For instance put the 2 20 man units into one and drop the poison. Use leftovers for more skinks.
 
if you play tehenauin, is a bastiladon with ark of sotek not more viable? or 2 arks? 2x2 bases and let's spawn!
 
I try some stuffs, and here's what I get for 2500 pts :
1OB on swiftride carnosaur, heavy weapon, 1+ rerollable, 4++,

1SV on swiftride carnosaur, 2+ (1st hit removed on 2+),
1 Skink Priest lvl 2 + Dispell Scroll,

2x30 skinks in cohort, full command
4x10 skirmishers (javelin)

3 Bastiladons w/ laser

2 Ancient Steg + sharpened horns

To notice : No special character in this list (we don't play them w/ my friends), 7 monsters, 4 redirectors, 2 tarpits, 1 mage w/ scroll
On the magic phase, we have 2 spells from the priest (most likely Heaven, we don't really need stronger monsters, but we could need to shut war machine down), we have 3 bastiblasts which can be frightening for the opponent without any drawback
 
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