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8th Ed. New to the game and Alamo is in just a couple months!!

Jungle Swarm

Repairmanman

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So all the locals are running HE, rats, demons, and WoC and have little to no experience with lizardmen. I was hoping to get a little feedback on this list and I need to shave 166 points off and suggestions to that would also be much obliged. I am going for something a little different with this list, the "in" thing right now seems to be slann with life, but I am hoping to be able to go with a Lore of Death build and force as many checks before combat that I can while sniping enemy casters, as the saurus and even the TG seem to fall in droves when toe-to-toe with demons, WoC and HE. Again I am not looking to make a list tailored for these armies I am making a list for the GT in november. Thanks in advance for any help.

Slann(Death)
BSB
Huanchi's Blessed Totem
Focus of Mystery
Focus of Rumination
Becalming Cog
Feedback Scroll
Banehead
Obsidian Amulet

Skink Priest lvl 2
Cloak of Feathers (To hopefully use lore of Heavens to push some units into range of death)
Dispell Screll

Scar Vet
Light Armor
Shield
Ogre Blade (I seem to connect often enough but wounding is an issue)

Skink Chief
Ancient Steg
Stegadon War Spear (an extra d6 impact, though if I just ran a normal ancient without chief that would
save a pretty point. I would be using him to flank and aid TG in CC, maybe machine hunting.)

3x Salamander Hunting Pack
3x Extra Handlers (dunno why but I always seem to field hungry sallies)

2x Salamander Hunting Pack
2x Extra Handlers

5x Chameleon Skink

5x Chameleon Skink

16x Temple Guard
Musician
Standard
Banner of Swiftness

24x Skink
3x Kroxigor
Standard
Skaven Pelt (If im not mistaken it will give the front rank 2 attacks advice here would help)

23x Saurus Warriors
Spears
Musician
Standard
Razor
Afformentioned Vet

Critiques and comments appreciated. I really want to run the skrox unit as well as the Lore of Death. For the slann I was wonder if I should nix bane head and go for cupped hands, but I am trying to keep from being a cookie cutter. With lore of death you aren't throwing that many dice compared to say dwellers below or something like that.
 
You could shave some points with a great weapon instead of the ogre blade but then the shield would only benefit you outside of combat.
 
First things first-- your saurus and skrox units can't carry magic banners, so there's 70 points off the top immediately.

As cool as it may seem in theory, cloak of feathers is just going to get your skink priest shot up, and heavens sucks-- drop the cloak and and the extra level to save 60 points.

Obsidian amulet really isn't going to do much for you, so you can shave off another 30 points if you'd like.

You could also drop the war spear, the extra impact hits may seem nice but unless you get really lucky your steg will either be shot up or locked in combat for most of the game. Seems like a waste to me.

I know you're set on being different, but death is a very poor choice for a Slann in TG. Purple sun is pretty much the best spell in there, and good luck if you roll a misfire with it (or miscast without cupped hands.) A lot of people are figuring out it's better to go character light in 8th and use the points for troops instead, so you might find yourself lacking good targets for the sniper spells. Just my experience though.
 
Look at the listing for Temple Guard in the army list section (P.96). Under the standard bearer option it says "may have a magic banner worth up to 50 points". Now look at the Skink and Saurus entries (P.94), they don't have that listed so they can't take them.
 
What a coincidence! I too am going to Alamo GT and taking Lizardmen with Lore of Death.

I'm just going to ignore the Purple Sun spell basically, except as a last ditch nuclear option.

All the Lore of Death spells are really good, and complement our saurus well. -1 strength -1 toughness on enemy units will definitely swing some combats your way. -3 Leadership is awesome for breaking through the steadfast skaven blocks that will otherwise become unbreakable tarpits. Sniping characters is great too, and will always draw out the dispel dice so you can get off your debuffs. It may not be the brick wall of points denial that is Lore of Life, but it sounds like a good aggressive lore.

I'll probably take the flying priest with plaque of Tepok for the extra spell. I'll be taking a couple units of skink skirmishers and chameleon skinks as well, so they can serve as "landing pads" for the priest. In most cases I'll be wanting the buffs and debuffs, but comet could be handy as well against stationary targets. The wind spell could be useful as well, if a bit situational. A lot depends on the enemy army and what other spells I roll. Heavens basic debuff spell is pretty good also, and can stack with Doom and Darkness for a whopping -4 Leadership!
 
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