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7th Ed. Getting the fun factor back

Cold One

Lounge_Lizard

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How should I start this? I began playing Lizardmen in 6th edition. Our list was solid, but was as average as one could get. And it was so, so very fun. In those days, a stegadon was a lovely paperweight one collected because it looked so good. But that was O.K., 'cause who wanted an army of monsters anyway? And then entered 7th. I won't complain about our new book: Lizardmen ARE stronger, no doubt about it. But they're not as fun as they used to be. No chance of using my old list (3 units of 4 kroxes charging thru skinks :smug: ) because of the rules changes, but still... without further delay, a blast from the past (with razordons :D ):

1 Saurus Oldblood @ 286 Pts
General; Light Armour; Shield
Blade of Revered Tzunki
Glyph Necklace
1 Cold One

1 Saurus Scar-Veteran @ 160 Pts
Light Armour
Sword of Battle
The Maiming Shield
1 Cold One

1 Skink Priest @ 115 Pts
Magic Level 1; Lore of Heaven; Miscast Table
Dispel Scroll
Dispel Scroll

1 Skink Priest @ 115 Pts
Magic Level 1; Lore of Heaven; Miscast Table
Dispel Scroll
Dispel Scroll

3 Razordon Hunting Packs @ 225 Pts
9 Skink Handlers

3 Salamander Hunting Packs @ 225 Pts
9 Skink Handlers

3 Terradon Riders @ 90 Pts
Javelin
3 Terradons

3 Terradon Riders @ 90 Pts
Javelin
3 Terradons

4 Cold One Cavalry @ 250 Pts
Spear; Shield; Standard; Musician
War Banner
1 Champion
5 Cold One

17 Saurus Warriors @ 246 Pts
Spear; Shield; Standard; Musician
1 Champion

17 Saurus Warriors @ 228 Pts
Shield; Standard; Musician
1 Champion

10 Skink Skirmishers @ 80 Pts
Javelin; Shield

13 Skinks @ 139 Pts
Javelin; Shield; Musician
1 Kroxigors
Great Weapon
1 Skink Brave

Casting Pool: 4

Dispel Pool: 4

Models in Army: 100


Total Army Cost: 2249

Cheers!
 
i see whatcha mean.
My old list had 8 kroxys and there main purpose was to bust chariots. My terradons would charge them and then by the time my kroxes caught up a single s7 wound would topple the chariot.

The stegadon is another issue for me, nothing wrong with the new one, but now for the old stegadon to live up to its increased ability i have to buy the new one and if i dont then im just wasting points.

I dont own the new book but i downloaded it and from what i glanced at the slann seem weaker.

I think its over all better but i still enjoy the classic style a bit more i think
 
10 Skink Skirmishers @ 80 Pts
Javelin; Shield

I don't understand this at all. What are you using this unit for?
 
Barotok said:
10 Skink Skirmishers @ 80 Pts
Javelin; Shield

I don't understand this at all. What are you using this unit for?

Well, for... skirmishing :smug:

Seriously, I can't even conceive the idea of an army without at least a unit of skink skirmishers. I usualy use the pop-gun variant, gonna use javs for a change.

Cheers!
 
Lounge_Lizard said:
Barotok said:
10 Skink Skirmishers @ 80 Pts
Javelin; Shield

I don't understand this at all. What are you using this unit for?

Well, for... skirmishing :smug:

Seriously, I can't even conceive the idea of an army without at least a unit of skink skirmishers. I usualy use the pop-gun variant, gonna use javs for a change.

Cheers!

I think Barotok was asking why, specifically, you are taking Javelin skirmishers over blowpipe skirmishers. If you are just doing it to try it out and have fun that's one thing. If you are basing it off of a perceived benefit, I think we'd both be interested in hearing it. :)
 
Well, with blowpipe, if you move it's -1 to hit; if in long range (above 6'') another -1 to hit, and if you take multiple shots, ANOTHER -1 to hit. With javelin, you move 6'', you throw 8'' and you have no move or range penalty. It's the difference between hitting on 4's or hitting on 6's WITHOUT poison (if you need above 6 to hit, you still may hit on a 6, but poison doesn't count). And above all else, if i decide to give them a red mantle, they can pass for spartan skinks!!! :beaver: .

Cheers!
 
Snow's right, and thanks for answering my question. It sounds like you have a decent enough logic to justify putting them into your list.

Someday, I'm going to run the numbers and see which one is ultimately more efficient. I am certain of one thing, I use my skinks to hunt high toughness, low armored targets, or just low armored targets. Because of that, I rarely rely on hits that are not poisoned. Javelin hits may score an additional wound once in a while, but if you're attacking anything with a high toughness (4+) those str3 hits really just seem innocuous. I find that I am able to comfortably manuever my skinks with blowpipes to insure they're hitting on 6s (which will autowound) or less, without having problems in the movement phase or getting them charged.

I'd say the choice is largely playstyle and what you intend to use them for, on wether or not they are armed with blowpipes or javelins. I'm not trying to talk you out of your javelin skirmishers, but hopefully this explains why I asked you in the first place.

Not a bad list overall.
 
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