Skink
Stuntyogre
Member
- Messages
- 34
- Likes Received
- 0
- Trophy Points
- 6
I just got back from my 1st GT in which I ran Lizardmen, 4 games of doubles and 4 singles. My doubles list is in the army list section probably on page two or three now, essentially it was a lot of skirmishers and ripperdactyls. 12 Ripperdactyls to be precise. Singles was 2k points no End Times percentages but otherwise uncomped. I ran Kroak, 60 Skirmishers 12 strong Cohort w Krox and 6 Rippers in 2 units of 3. For doubles our team went W-W-L-D. For singles I played all Tzeentch WoC (gorgeous looking army, fluffy and fun) 24-1 for me, DoC with lots of big things (heavily converted and well done too) 17-4 for him, Dark Elf avoidance which went 14-12 for me (win) and DoC again for game four heavy on the Tzeentch as well 13-12 (draw in his favour by 109 pts I think it was.)
So after all that here are the 3 things I learned about this army I didn't fully grasp before hand largely due to a paucity of playtesting.
1. Ripperdactyls are support pieces and not combat blocks. I have never had to play against them as no Lizzie player around runs them. This was very apparent when I compared their performance in the doubles games with them as the only combat focused units in my half of the list to the singles where I had 30 TG to take most stuff on the nose. When they can go and draw fire away, kill chaff and war machines and hopefully get into their marked unit then they excel and if I did it again I would still have at least one unit of them for sure. I own 12 and will certainly use all of them again, but not in the way I did for doubles
2. Kroak needs enough dice to be able to get three bubbles off. This was apparent throughout the day as my magic phases were seldom more than 6 dice at a time. If he doesn't get 7 or more dice he can only reliably be counted on to get one pulse off. Its not one pulse that wins the game, its the phases I could get two or three off that really hurt. My next quest for Kroak is getting him higher PD more often
3. Small Skrox = wonderful multi tool, these guys were never bored, they could shoot, fight off small units reasonably decently and twice came in on the flank of whatever soul was fighting my TG and ended that in a hurry. Probably taking one in every list from now on
Now that I've learned some lessons I have questions for the next GT I attend (I may go with Dwarfs but answers would be appreciated regardless)
1. Chimeras... How best to deal with them? Assume they have regen because they may as well come with it. Skinks may get a wound or two in every shooting phase, but there aren't that many phases and there are usually equal to or as many Chimeras as there are phases to shoot them down. My plan would be to add a Bastiladon for that, and other MM fun. I doubt Stegs would be able to set up the charge unless you are really clever, so that's a nonstarter
2. Is there a point to taking Terradons and Skirmishers? They do the same things but I just look at the fragility of them even to Rippers and how easily I've dispatched Terradons with my Dwarfs and I just don't like it that much. Ay thoughts?
3. What's the viability of doing a Tetto and Kroak combo? Tetto can shove Kroak up if he wants and can let Kroak re-roll his ones too, provides a channel and a vassal, and gives the army even greater flexibility for magic. Only problem is I'd want to be putting all my dice into Kroak so Tetto becomes a really expensive vassal after T1 that happens to passively buff Kroak.
So after all that here are the 3 things I learned about this army I didn't fully grasp before hand largely due to a paucity of playtesting.
1. Ripperdactyls are support pieces and not combat blocks. I have never had to play against them as no Lizzie player around runs them. This was very apparent when I compared their performance in the doubles games with them as the only combat focused units in my half of the list to the singles where I had 30 TG to take most stuff on the nose. When they can go and draw fire away, kill chaff and war machines and hopefully get into their marked unit then they excel and if I did it again I would still have at least one unit of them for sure. I own 12 and will certainly use all of them again, but not in the way I did for doubles
2. Kroak needs enough dice to be able to get three bubbles off. This was apparent throughout the day as my magic phases were seldom more than 6 dice at a time. If he doesn't get 7 or more dice he can only reliably be counted on to get one pulse off. Its not one pulse that wins the game, its the phases I could get two or three off that really hurt. My next quest for Kroak is getting him higher PD more often
3. Small Skrox = wonderful multi tool, these guys were never bored, they could shoot, fight off small units reasonably decently and twice came in on the flank of whatever soul was fighting my TG and ended that in a hurry. Probably taking one in every list from now on
Now that I've learned some lessons I have questions for the next GT I attend (I may go with Dwarfs but answers would be appreciated regardless)
1. Chimeras... How best to deal with them? Assume they have regen because they may as well come with it. Skinks may get a wound or two in every shooting phase, but there aren't that many phases and there are usually equal to or as many Chimeras as there are phases to shoot them down. My plan would be to add a Bastiladon for that, and other MM fun. I doubt Stegs would be able to set up the charge unless you are really clever, so that's a nonstarter
2. Is there a point to taking Terradons and Skirmishers? They do the same things but I just look at the fragility of them even to Rippers and how easily I've dispatched Terradons with my Dwarfs and I just don't like it that much. Ay thoughts?
3. What's the viability of doing a Tetto and Kroak combo? Tetto can shove Kroak up if he wants and can let Kroak re-roll his ones too, provides a channel and a vassal, and gives the army even greater flexibility for magic. Only problem is I'd want to be putting all my dice into Kroak so Tetto becomes a really expensive vassal after T1 that happens to passively buff Kroak.