Jungle Swarm
Gaz Taylor
New Member
- Messages
- 2
- Likes Received
- 0
- Trophy Points
- 0
Wot ho folks. I'm off to the Sheffield Slaughter at the end of Jan and I'm thinking about taking Lizardmen. The event is fairly heavily comped so I'm a bit handtied about what I can include. Basicly the restrictions are....
1.) No more that 7 Power Dice or 6 Dispel dice. Bound Spells will count as 1 PD or 1 DD depending on what they do.
2.) Max of 3 units of Flyers
3.) No Dragons or Greater Daemons
4.) No more than 35 models who can shoot over 20"
5.) No more than 2 of the same special choices and no double rare, apart from High Elves who may take one extra rare choice.
6.) No more than 4 War Machines
And also there is a set of restrictions per race. The Lizardmen are effected by the following....
1.) A maximum of 1 Stegadon of any type allowed. If armed with a giant bow or blow pipes it is classed as a war machine for army selection purposes.
2.) War Drums, Diadem of Power, Focussed Ruination,and Becalming Cogitation are not allowed
3.) If a Slaan takes Focus of Mystery it MUST take a second Discipline of the Ancients
4.) Cube of Darkness is 1 dispel dice
5.) 1 unit of skink skirmishers allowed per unit of Saurus/ Temple Guard
6.) No more than 6 terradons.
7.) Each individual Razordon and Salamander is counted as a war machine for army selection purposes only.
So I've come up with the following while hopefully trying to stay in the spirit of the event (basicly blocks of infantry and limited magic and shooting).
-- Characters --
Slann Mage-Priest @ 340 Pts
Battle Standard, Harrowing Scrutiny, Plaque of Tepok, Dispel Scroll
My eggs in basket character. My General, BSB and main source of magic all in one. General plan is for him to sit in the unit of Temple Guard being scary. Harrowing Scrutiny makes the TG immune to terror which is nice, as well as causing cheeky tests for units nearby. Too be honest I could probably ditch this for Prescence as the MR3 would probably be more useful but I was tickled with a scary Mage Priest.
EDIT - Just realised that TG are actually Immune to Psych when a Mage sits with them, so Scrutiny is a bit less effective, so I'll probably go for something else
Saurus Scar-Veteran @ 138 Pts
Light Armour, Shield, Burning Blade of Chotec, Charm of the Jaguar Warrior
Hydra/Knight Smasher and the charm means I don't have to take Shadows and be more flexible with my magic selection.
Skink Chief @ 141 Pts
Spear, Light Armour, Staff of the Lost Sun, Enchanted Shield, Terradons
I've always liked the idea of a flying skink on a don and in this enviroment this guy should be nice. He can basicly flap around, march blocking, sniping and taking out warmachines or mages
-- Core --
15 Saurus Warriors @ 183 Pts
Standard, Musician
15 Saurus Warriors @ 183 Pts
Standard, Musician
Two reasons for these guys. Firstly it's two ranked units of niceness and secondly it's how I can get my skirmishers. Some of the Scenarios have a objective which only US10 units with a standard can capture, which is what these guys will do
10 Skinks @ 70 Pts
Standard, Musician
10 Skinks @ 70 Pts
Standard, Musician
Cheapish deployments and another set of units for capturing things
10 Skink Skirmishers @ 70 Pts
10 Skink Skirmishers @ 70 Pts
Some of the best units in the army and wouldn't be a lizard army without them
-- Special --
15 Temple Guard @ 300 Pts
Full Command, War Banner
My Slann bunker. Nuff said
5 Cold One Cavalry @ 205 Pts
Standard; Musician
Nice unit which often looses out to other 'better' choices in more competitive games. I thought it would be nice for this event.
4 Terradon Riders @ 120 Pts
In the same role as the Skink Chief - War machine/Mage hunters, march blockers and annoying units.
-- Rare --
2 Razordons @ 150 Pts
A nice shooting unit for protecting flanks or clearing out terrain.
List comes to 1998 and I don't think that it breaks any of the comp and is kind of in the spirit of the event. Has anybody got any suggestions or can spot if I've missed something?
Taaaa
1.) No more that 7 Power Dice or 6 Dispel dice. Bound Spells will count as 1 PD or 1 DD depending on what they do.
2.) Max of 3 units of Flyers
3.) No Dragons or Greater Daemons
4.) No more than 35 models who can shoot over 20"
5.) No more than 2 of the same special choices and no double rare, apart from High Elves who may take one extra rare choice.
6.) No more than 4 War Machines
And also there is a set of restrictions per race. The Lizardmen are effected by the following....
1.) A maximum of 1 Stegadon of any type allowed. If armed with a giant bow or blow pipes it is classed as a war machine for army selection purposes.
2.) War Drums, Diadem of Power, Focussed Ruination,and Becalming Cogitation are not allowed
3.) If a Slaan takes Focus of Mystery it MUST take a second Discipline of the Ancients
4.) Cube of Darkness is 1 dispel dice
5.) 1 unit of skink skirmishers allowed per unit of Saurus/ Temple Guard
6.) No more than 6 terradons.
7.) Each individual Razordon and Salamander is counted as a war machine for army selection purposes only.
So I've come up with the following while hopefully trying to stay in the spirit of the event (basicly blocks of infantry and limited magic and shooting).
-- Characters --
Slann Mage-Priest @ 340 Pts
Battle Standard, Harrowing Scrutiny, Plaque of Tepok, Dispel Scroll
My eggs in basket character. My General, BSB and main source of magic all in one. General plan is for him to sit in the unit of Temple Guard being scary. Harrowing Scrutiny makes the TG immune to terror which is nice, as well as causing cheeky tests for units nearby. Too be honest I could probably ditch this for Prescence as the MR3 would probably be more useful but I was tickled with a scary Mage Priest.
EDIT - Just realised that TG are actually Immune to Psych when a Mage sits with them, so Scrutiny is a bit less effective, so I'll probably go for something else
Saurus Scar-Veteran @ 138 Pts
Light Armour, Shield, Burning Blade of Chotec, Charm of the Jaguar Warrior
Hydra/Knight Smasher and the charm means I don't have to take Shadows and be more flexible with my magic selection.
Skink Chief @ 141 Pts
Spear, Light Armour, Staff of the Lost Sun, Enchanted Shield, Terradons
I've always liked the idea of a flying skink on a don and in this enviroment this guy should be nice. He can basicly flap around, march blocking, sniping and taking out warmachines or mages
-- Core --
15 Saurus Warriors @ 183 Pts
Standard, Musician
15 Saurus Warriors @ 183 Pts
Standard, Musician
Two reasons for these guys. Firstly it's two ranked units of niceness and secondly it's how I can get my skirmishers. Some of the Scenarios have a objective which only US10 units with a standard can capture, which is what these guys will do
10 Skinks @ 70 Pts
Standard, Musician
10 Skinks @ 70 Pts
Standard, Musician
Cheapish deployments and another set of units for capturing things
10 Skink Skirmishers @ 70 Pts
10 Skink Skirmishers @ 70 Pts
Some of the best units in the army and wouldn't be a lizard army without them
-- Special --
15 Temple Guard @ 300 Pts
Full Command, War Banner
My Slann bunker. Nuff said
5 Cold One Cavalry @ 205 Pts
Standard; Musician
Nice unit which often looses out to other 'better' choices in more competitive games. I thought it would be nice for this event.
4 Terradon Riders @ 120 Pts
In the same role as the Skink Chief - War machine/Mage hunters, march blockers and annoying units.
-- Rare --
2 Razordons @ 150 Pts
A nice shooting unit for protecting flanks or clearing out terrain.
List comes to 1998 and I don't think that it breaks any of the comp and is kind of in the spirit of the event. Has anybody got any suggestions or can spot if I've missed something?
Taaaa