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8th Ed. No Slann Hero Hammer List

Skink

datalink7

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After seeing this thread:http://www.lustria-online.com/viewtopic.php?f=15&t=12739

I decided to have a go at making a list based upon that idea.

2500 Pts - Lizardmen Roster

Lords

Saurus Oldblood
. . Cold One
. . Great Weapon
. . Light Armor
. . Talisman of Preservation,
. . Crown of Command

Saurus Oldblood
. . Cold One
. . Great Weapon
. . Armour of Destiny
. . Dawnstone
. . The Other Trickster's Shard

Heroes

Saurus Scar-Veteran
. . Cold One
. . Shield
. . Light Armor
. . 1 Obsidian Blade

Saurus Scar-Veteran (Battle Standard Bearer)
. . Cold One
. . Great Weapon
. . Battle Standard Bearer
. . Armour of Fortune

Tetto'eko

Skink Priest
. . Dispel Scroll

Core

10 Skink Skirmishers

10 Skink Skirmishers

10 Skink Skirmishers

10 Skink Skirmishers

10 Skink Skirmishers

10 Skink Skirmishers

10 Skink Skirmishers

21 Skink Cohort
. . Full Command

Special

3 Ripperdactyl Rider

3 Ripperdactyl Rider

Rare

Ancient Stegadon
. . Sharpened Horns

Ancient Stegadon
. . Sharpened Horns

Total Cost: 2500 on the nose

Basic tactic is to deploy the Saurus Old Bloods and Vets in one unit to guarantee them vanguard. With the other potential vanguards I could go with the Ancient Stegadons or some of the Skirmishers.

Rippperdactyls will also vanguard, so the army will be very much in your face from the start.

Ripperdactyls are on warmachine hunting. Character unit can take on what it needs to, or split up into multiples to take on different things. Ancients lend their weight, and Tetto gives magic support.

Thoughts?
 
This seems like a ton of fun, and will probably surprise the heck out of a lot of players the first time they see it. Give us some battle reports; I really want to hear how it works out. Some minor changes I would make:

-I don't like the Obsidian Blade on the scar veteran. A great weapon would give him -4 to armor saves anyway, and it frees him up to take Dragon Helm and Talisman of Endurance for a 1+/5+ save. If you need to get magical attacks in there to take care of spirit hosts or something, cheap items like Sword of Striking are great. In my meta right now though, magic weapons are a liability, as everyone plays High Elves and they all take that dumb banner.

-The Other Trickster's Shard... You're rocking two lord level guys with 4+ ward saves in the same unit as this hero, and if the other veteran (with the Obsidian Blade, and thus less defense) dies the shard will be right next to one of them, making him re-roll his wards as well. If you split them up after the vanguard it's not an issue, but I still see it becoming a liability here. I'd rather have all four characters with ward saves and skip on the OTS, but that's just me.

-If I did the math right, you're at 2495 points... You can afford another skink in the cohort unit!

As scared of Skullcrushers as people are, I'd like to see what they'll think of your Cold One Character Cavalry vanguarding up into their face...
 
I think you're a bit heavy in skirmishers. My experience has been about half skirmishers is enough, run the other half as normal cohorts. Points saved gives you more cohorts (units of 12 with musician is good).
For the magic weapon, I'd go Piranha Blade. Save -3 with D3 wounds will clean house vs ethereals, as most have multiple wounds.
Have the old blood swap light armor for dragon helm, have the scar vet grab a dragon bane gem.
That lets you soak half the hits from lore of metal/hex wraiths with a 2+ ward.
I like the stubborn crown in the mix.

I have not liked the ancients yet, let me know if they work for you.
With 500 points left over, I'd most likely run 10 Kroxigor, because 30 S7 attacks is never wrong (especially with PF).

-Matt
 
Thanks for the comments all. I'll post a modified list later tonight (I have to run out the door right now).

Also, for Blood and Glory we don't usually play scenarios at the store I play at. And even if we rolled it, if I lose the Character unit I'd probably lose the game anyway. I'd just have to keep the skink unit out of combat if at all possible so I'd have leeway to lose the BSB.

Only problem with this list for me is that I'm a new Lizardmen player who hasn't put together any models yet. I HAVE bought a ton of models (I'm not someone just trolling this website, I'm serious about starting an Army). However, it includes a Slann, Saurus and the like. I'm way short on Skinks and the Characters, so I'll have to make another purchase.

What is the best way to make the Saurus Old Bloods/Scar Vets? Just buy a box of regular Cold One Cavalry? I was thinking one conversion could be using Chakax on a Cold One.
 
I'd buy a box of Cold One Riders and use bits from other boxes (Temple Guard) to convert them. Chakax is a great figure, but it would take some serious modeling skills to get him onto a cold one body. I'm not saying it can't be done if you're good with green stuff, but it's more work than I'd want to do. The GW saurus hero on cold one would be a nice model for your magic weapon/ shield character.

+1 on the Piranha blade instead of the Obsidian blade. It'll fix those spirit hosts right up, as well as ogres and such.

Bear in mind, if someone anticipates your list, expect to see Lore of Metal and Sword of Anti-Heros make an appearance. But, if you can keep them guessing, this should get them off on the wrong foot.
 
If you're really worried about blood and glory, swap out 2 or 3 skirmishers for 2 or 3 cohorts with standard and musician. Use the Move 6 to "skink it" all game (run from the enemy and hide).

I really like the idea of 4 well geared characters more than my original idea of max slightly geared characters.


Edit: I'll post my version of a slaanless list soon.

-Matt
 
New list

2500 Pts - Lizardmen Roster

Lords

Saurus Oldblood
. . Cold One
. . Halberd
. . Dragonhelm
. . Talisman of Preservation,
. . Crown of Command

Saurus Oldblood
. . Cold One
. . Great Weapon
. . Armour of Destiny
. . Dawnstone
. . The Other Trickster's Shard

Heroes

Saurus Scar-Veteran
. . Cold One
. . Shield
. . Light Armor
. . Piranha Blade

Saurus Scar-Veteran (Battle Standard Bearer)
. . Cold One
. . Great Weapon
. . Battle Standard Bearer
. . Armour of Fortune
. . Dragonbane Gem

Tetto'eko

Skink Priest
. . Dispel Scroll

Core

21 Skink Cohort
. . Full Command

12 Skink Cohort
. . Musician

12 Skink Cohort
. . Musician

12 Skink Cohort
. . Musician

10 Skink Skirmishers

10 Skink Skirmishers

10 Skink Skirmishers

10 Skink Skirmishers

Special

3 Ripperdactyl Rider

3 Ripperdactyl Rider

Rare

Ancient Stegadon
. . Sharpened Horns

Ancient Stegadon
. . Sharpened Horns

Total: 2498

Made some of the suggested changes. I do like the idea of having two 2++ vs fire for Lore of Metal defense. And Piranha Blade is much better than Obsidian blade. For some reason I missed that Piranha Blade was AP.

I couldn't quite fit all the changes, so I had to drop the Great Weapon down to a Halberd on one of the Old Bloods. Still, this allows him to strike before a lot of things which isn't bad (Ogre Ironguts, most monsters, any other great weapon troops, etc.).

Changed out the Skink configuration.

Not convinced about dropping the Stegs for Krox... though I kind of want to try it actually as I think Krox are a pretty cool unit. I just am scared that they will die too easily. If I did that though I would probably go with 8, in a 4x2 formation, which would give me 100 extra points to play with somewhere (cheap skink on terradon maybe?)

Thanks for all the advise.
 
Am I the only one who is afraid of cannons? :P

Yes, you're opponent doesn't get much time to shoot at 'the' unit. But 1 shot may be all he needs.
Your safest place is in combat, but since you háve to pursue, you might end up out of combat anyway->ripe for shooting.

Anyways, this does look like a ton of fun.
In a "Here's my unit. It's in your face. Deal with it" kind of way :P

The Hunted
 
Oh I'm certainly worried about cannons. In a super competitive environment this list will have some severe weaknesses. The hope would be to get into combat as soon as possible. I could probably lose 1 of the old bloods or scar vets and still have a potent unit, but anything more than that and I would probably struggle to win any games as I'll no longer have much in the way of combat any more.

That said, I agree, I think it will be fun. And it can really set an opponent on their back toes. It is essentially a unit of super powerful monstrous cavalry, which we know already does well on the battlefield.

I'm also going to try to run the dispel scroll skink in a unit right behind them to try and prevent forced overruns.
 
datalink7 said:
Oh I'm certainly worried about cannons. In a super competitive environment this list will have some severe weaknesses. The hope would be to get into combat as soon as possible. I could probably lose 1 of the old bloods or scar vets and still have a potent unit, but anything more than that and I would probably struggle to win any games as I'll no longer have much in the way of combat any more.

That said, I agree, I think it will be fun. And it can really set an opponent on their back toes. It is essentially a unit of super powerful monstrous cavalry, which we know already does well on the battlefield.

I'm also going to try to run the dispel scroll skink in a unit right behind them to try and prevent forced overruns.

I'm not worried about cannons. If cannons were an issue, nobody would run cowboys. If you are worried about cannons, drop 300 points on 10 cold ones, and have all the charges join the cold ones. Gives you a 2+ look out until you jump out of the unit.

Deploy on the flank, and wheel at the end of the vanguard. You can put all the cannons in your front arc, so only 1 hero is getting hit. Then it's a guessing game. Might even be worthwhile to buy an unneeded shield. You might be able to bluff your opponent into thinking you've got a charmed shield.

-Matt
 
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