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7th Ed. My normal lizardmen list

Chameleon Skink

The Lybithian

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Saurus Oldblood
Scimitar of the Suns Resplendant
Maiming Shield
Talisman of Protection
Carnosaur

Saurus Scar-Veteran
BSB
Hide of the Cold ones
Great Weapon
Hand Weapon/Shield

Skink Priest
Diadem of Power
Dispel Scroll

Saurus Warriors
x18 - Spears
Banner, Champion, Musician

Saurus Warriors
x18 - Spears
Banner, Champion, Musician

Skink Skirmishers
x10

Skink Skirmishers
x10

Skink Skirmishers
x10

Cold One Cavalry
x5

Cold One Cavalry
x5

Kroxigors
x4
Kroxigor Ancient

Terradon Riders
x4

Razordon
x4 handlers
 
The Lybithian said:
Skink Skirmishers
x10

Skink Skirmishers
x10

Skink Skirmishers
x10

I would advise adding a unit of ranked skinks for redirecting purposes. They are extremely useful and can fulfill roles the skirmishers cannot.

Cold One Cavalry
x5

Cold One Cavalry
x5

I would recommend a Musician, just so they have an easier way of rallying.

Kroxigors
x4
Kroxigor Ancient

I would drop the Ancient.

Your list looks quite good, good combat, good magic defense, good maneuverability. If you decide to make a couple of the changes and have some points to spare, I would recommend a single Salamander. I find them extremely useful for many purposes.
 
Wow, after looking at Salamanders compared to Razordons, I think I'm going to go out and buy some Salamanders. The thing I like about them is that their fire is -3 to armor saves and that the Salamander can FLEE from charges! I'm soo tired of my Razordons screwing up my plans by standing and shooting because they have to.

So here's what I dropped from the above list...

One unit of Cold One Cavalry

The Kroxigor ancient to a regular Kroxigor.

The razordon hunting pack.

What I added...

Unit of 20 skink warriors
x20, Banner, Champ, Musician

Two salamander hunting packs
 
I would recommend just dropping the Skinks to two units of ten and dropping the command. It makes them very expendable and creates double the possible redirection.
 
Xlcontiqu said:
I would recommend just dropping the Skinks to two units of ten and dropping the command. It makes them very expendable and creates double the possible redirection.
Since I've never used this tactic before, how do use them in the game? I know how to position them to re-direct how I will, but do I flee, hold, stand shoot? etc.
 
Redirection-1.gif

I use them like that more often than not, in front of enemy lines to bait their charges. With this picture, the Knights must charge the Skinks, they cannot reach the Saurus Cavalry. Thus, the Skinks will hold, opening up the flank of the Knight units. Then if they break or do not break, the Knights will have their flank facing the Cavalry.
 
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