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8th Ed. First 2400pt Lizardmen army - Trying to be competitive

Skink

Minigiant

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Hello everyone

I have recently been reacquainted with my Lizardmen army and coincidentally acquired some of the new lizardmen at the same time so i bought the Lizardmen army book having not played Lizardmen for 2 armybooks. This is actually a little bit annoying because i just purchased an Ogre army. Ah well. So i read as much as i can about this army on here and tried putting a competitive 2400pt list together that i would really appreciate as much feedback as possible on

Without further ado

LORD - Slann Mage Priest: 420 Points
Battle standard bearer, Standard of Discipline
Channeling Staff,
Focus of Mystery, The Harmonic convergence

HERO - Skink Priest: 90 Points
Dispel Scroll

HERO - Scar Veteran: 154 Points
Great Weapon, Cold One, Armour of Fortune, The Other Trickster's shard

CORE - 25 Saurus Warriors: 305 Points
Full Command, Spears

CORE - 10 Skink Skirmishers: 70 Points
Javelin and Shield
CORE - 10 Skink Skirmishers: 70 Points
Javelin and Shield
CORE - 10 Skink Skirmishers: 70 Points
Javelin and Shield
CORE - 10 Skink Skirmishers: 70 Points
Javelin and Shield
CORE - 10 Skink Skirmishers: 70 Points
Javelin and Shield

SPECIAL - 6 Kroxigors: 300 Points
SPECIAL - 6 Kroxigors: 300 Points

SPECIAL - Bastiladon: 150 Points
Solar Engine
SPECIAL - Bastiladon: 150 Points
Solar Engine

RARE - 1 Salamanders: 84 Points
+1 Handler
RARE - 1 Salamanders: 84 Points
+1 Handler

There we have it, what do you think?
 
I'm usually someone who advocates character light armies, but this may be too light. I'd advice getting a Skink Priest at the minimun, to prevent your army from being redirected all over the place by predatory fighter. He'll also give you a backup plan in the Magicphase aswell as being able to carry a Dispel Scroll.

You will also likely run into some grief keeping your Slann in a Temple Guard unit, as most of the miscast results are very painful to that particular unit setup, though whether that is a risk you are willing to take is up to you. Atleast with 2 Bastiladons you will have the ability to funnel some dice towards bound spells.

I like that you went for alot of bodies in your army though, and the list is not bad by any means.
 
Hi!

Im missing a scrollbearer. Id add a priest with beast lore to this setup with scroll, you might consider upgrading him to lvl2.
Also, id bring only one bastiladon, it will be enough, thats my experience. You should consider taking terradons or rippers to bring down warmachines.
If you take out 6 tg and a bastiladon, you can fit in a scrollbearer and a flyer unit.
 
Dunya said:
I'm usually someone who advocates character light armies, but this may be too light. I'd advice getting a Skink Priest at the minimun, to prevent your army from being redirected all over the place by predatory fighter. He'll also give you a backup plan in the Magicphase aswell as being able to carry a Dispel Scroll.

Sorry new to the army book. How can a skink priest control predatory fighter? Im missing something here

I can just reduce my temple guard to 20 strong and drop Ironcurse Icon which allows me to fit in a Skink Priest scroll caddie
 
Any unit with predatory fighter can only restrain pursuit if there is a skink character within 6". Not always going to be a problem, but it is something that can be exploited by some armies.
 
Dunya said:
Any unit with predatory fighter can only restrain pursuit if there is a skink character within 6". Not always going to be a problem, but it is something that can be exploited by some armies.

Thank you, i missed that

Original post has been updated.
-6 Temple Guard
- Ironcurse Icon

+Skink Priest w/Dispel Scroll
 
As per Games Workshop's request, we aren't supposed to post individual point values for units. They're a bit protective of their intellectual property.

Your list looks pretty solid overall. Lots of Skinks! :D

I'd consider dropping some points somewhere to fit either a Stegadon or a Scar-Vet cowboy. At this points level you want about 3-4 threats on the table, which you technically have with the two Bastiladons and the Krox, but the Bastis in particular don't hit that hard in combat.

I'm a fan of Salamanders, so I'm glad to see you've got plenty of them!

You could try dropping one Bastiladon and a unit of Skirmishers to make room for a Cowboy. That should also give you a few extra points to play around with elsewhere.

Overall, I like your list a lot! Good luck!
 
Minigiant said:
Whats better for redirecting Skirmishers or Cohorts?

Skirmishers is always better. Much easier to maneuver.

I agree with a former poster, drop one bastiladon and add a scarvet. Doesn't have to be on cold one. He can be on foot in one of your saurus blocks.

/Crillaz
 
Crillaz said:
Minigiant said:
Whats better for redirecting Skirmishers or Cohorts?

Skirmishers is always better. Much easier to maneuver.

I agree with a former poster, drop one bastiladon and add a scarvet. Doesn't have to be on cold one. He can be on foot in one of your saurus blocks.

/Crillaz

I suppose he wouldn't have to mount him, but a cowboy is a lot more versatile than a Scar-Vet on foot.
 
Cowboy in, Bastiladon out

+Ironcurse Icon on Slann again

Edit: How god are Salamanders run individually?

I am tempted to drop 2 Salamanders so that i can run my Cowboy on a Carnosaur
 
Lindel said:
Crillaz said:
Minigiant said:
Whats better for redirecting Skirmishers or Cohorts?

Skirmishers is always better. Much easier to maneuver.

I agree with a former poster, drop one bastiladon and add a scarvet. Doesn't have to be on cold one. He can be on foot in one of your saurus blocks.

/Crillaz

I suppose he wouldn't have to mount him, but a cowboy is a lot more versatile than a Scar-Vet on foot.

Yes, you are right. He is better when mounted. But when there is no unit to get a look out sir in against war machines I would prefer him on foot. But maybe its just me being overly cautious with cannons and other shit that shoot. :jawdrop:

/Crillaz
 
Minigiant said:
Cowboy in, Bastiladon out

+Ironcurse Icon on Slann again

Edit: How god are Salamanders run individually?

I am tempted to drop 2 Salamanders so that i can run my Cowboy on a Carnosaur

I personally am a huge fan of Salamanders. Those things eat right through enemy infantry. However, they still perform well even in units of one, so you'd probably be fine dropping two, and you're right, the Carnosaur would definitely be a big improvement.
 
Crillaz said:
Yes, you are right. He is better when mounted. But when there is no unit to get a look out sir in against war machines I would prefer him on foot. But maybe its just me being overly cautious with cannons and other I swear too much that shoot. :jawdrop:
/Crillaz
I suppose cannons are a concern, but that's what a ward save is for. In my opinion, even if you go to great lengths to protect him, a Scar-Vet on foot just won't do that much for you, and in the end you've let your paranoia significantly limit your options. If it's a choice between a Scar-Vet in my Saurus unit and a Saurus Cowboy, I'd take the Cowboy any day. But I guess the current meta in my area isn't as canon heavy as many places. Overall, it's a matter of personal preference, but I think the benefits of running a Cowboy outweigh the risks.
 
Thank you everyone for you commentary it has been really enlightening and helpful

My original post has now been updated so if i can receive more feedback one more time, i will be incredibly greatful
 
One important thing to solo salamanders: you will always want to add an extra snack (handler), since if you misfire and roll 5-6, youll loose all of the handlers, and your salamander will go wild. An extra handler can prevent this.
 
I am worried about my Slann nuking expensive Temple Guard and i have been giving some thought to making him Ethereal but Wood Elves now have magical arrows. Has anyone had any experience with this? Is there another alternative worth considering
 
If you considering it, dont make him bsb. If he is charged, he will be beaten easily by cr.
If you put him in the tg group,dont roll the spells with 6 dices;) rolling with reasonable dices, and being able to modify the miscast roll by one can save them.
 
In general, I'd say javelins over blowpipes for the Skinks. Obviously twenty attacks are better than ten, but if you're hitting on 7's it doesn't matter. When you're within close range with Skinks, that's usually bad news, and you don't want to count on no cover either. The shield also bumps your AS to 5+, which is handy. I'd go javelins and shields. I second the comment above, give your salamanders a couple snacks for the road. Those things can get nasty when they're hungry!
 
The list has had another update and i really like this version
The 5th unit of Skinks is to bunker the slann in.

Swapped the Temple Guard for a 2nd unit of Kroxigor that also allowed me to add 1 Saurus which allows them to reform to accomodate the Slann if the situation arises
 
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