Jungle Swarm
Dreadknight
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Hello
The Lizardmen army is hit pretty hard by the restrictions proposed for this years ETC. For those who do not know the specifics, here they are:
Lizardmen: Salamanders are a 0-1 Choice; Terradons, Chameleon Skinks and Stegadons (any kind) are 0-2 choices; Becalming Cogitations counts as +1 PD and +2DD; Cupped hands counts as +2PD
(Besides Winds of magic and channeling, no army can get more than 2 dice extra each magic phase)
I really struggle to find a list I'm really happy with under this comp. I've tried out a few things, but I can't seem to get it right. And a lot of other lists have come up with some very good builds that are hard for the Lizardmen, like the standard Grave Guard VC build, or the flying circus DE builds.
What have you other guys been trying out? What's working for you under these restrictions?
The Lizardmen army is hit pretty hard by the restrictions proposed for this years ETC. For those who do not know the specifics, here they are:
Lizardmen: Salamanders are a 0-1 Choice; Terradons, Chameleon Skinks and Stegadons (any kind) are 0-2 choices; Becalming Cogitations counts as +1 PD and +2DD; Cupped hands counts as +2PD
(Besides Winds of magic and channeling, no army can get more than 2 dice extra each magic phase)
I really struggle to find a list I'm really happy with under this comp. I've tried out a few things, but I can't seem to get it right. And a lot of other lists have come up with some very good builds that are hard for the Lizardmen, like the standard Grave Guard VC build, or the flying circus DE builds.
What have you other guys been trying out? What's working for you under these restrictions?