That’s a pretty quick rundown of both lists, I could go on and on. But we’re here for some list BUILDING! I have made 9 steps to make your list. Here they are:
Step 1: Determine the focus of your army.
Step 2: Determine what you’ll need for your focus.
Step 3: Determine the general.
Step 4: Make decisions
Step 5: Fine tuning
Step 6: Almost there..
Step 7: Get more people looking at it.
Step 8: Finish it!
Step 9: Playtest!!
So, off we go with step 1.
Step 1: Determine the focus of your army.
I designed my Combat List to defeat anything in its path, my opponent cannot avoid my blocks because my skinks will then direct them into it. Here, the focus is winning in combat, so make sure you can win!
Step 2: Determine what you’ll need for your focus.
If you focus is magic heavy, you need multiple mages. But mages alone is not enough; you need something to protect the mages. Because if the mages die in a magic-focused list: you’re a long long way from home…
Step 3: Determine the general.
This step is very important at 2000 points and above. Because a Slann-based list will play vastly different than an Oldblood one. Obviously, the focus of your army often determines the General(/main hero) for your army. The general has more impact than one might think, a Scar-vet has great influence on skinks. 2 meager skink priests have no influence on your troops whatsoever, although they do cast magic…
Step 4: Make decisions
Make a first draft of your list. What do you really NEED, what do you want? Lots of support? At least 2 anvils? Get a pen and some paper, and make something. Don’t think too long about it all, that’s for later. Then, once you’re done, count it all up. Then you’ll get a better idea of what’s possible in this points level.
If necessary repeat. That is, if you are way over your points limit. Not counting mistakes in calculating
Step 5: Fine tuning
First fine-tuning of the list. If you had any ‘luxury units’ in the first draft, get them out. Then start looking closer. What was my focus? Can I use this army to complete my focus? If not, get back designing. If yes, you’re on your way.
Then once you made some decisions on cutting on units here and there, count again.
If you’re under, marvelous! Bring back stuff you like/think you need. Upgrade you stegadon to an ancient stegadon, or even mount the big boy with a skink chief and stegadon war-spear? Get an extra terradon in your unit, maybe you want to bring back the chameleon skinks you love? It’s these kind of things you want to do.
If your over, no worries; just get on.
Tip: If you’re doubting too much, leave the list for a couple of hours, or even days. And then get back to it, a break can me very refreshing and makes you think twice about all the units. Any flaws are more easily spotted this way! Also, see ‘Multiple ways of dealing with a problem’ down below.
Step 6: Almost there..
If you’re under the points limit, go on and add things you might call ‘luxury’. Get that extra skink unit, or even buy a Skrox unit. Give musicians to units, maybe some extra magic items on your heroes? All depending on your personal flavor and list.
If you’re over the points limit, make the final decisions needed.
~100 points over: Do you need that big fatty Scar-vet? What do the extra 5 Saurus actually do? Is that unit as useful as I think it is? Ask yourself these questions, don’t drop the units you’ve earlier decided on keeping them (i.e. minimal 2 anvils [like, Saurus]). Instead, start looking for points elsewhere, if you cannot seem to find anything you could drop; you’ve probably overdone it. You have too many demands on a list in this points level.
“I want at least 2 anvils, 1 very good hammer, 1 semi-hammer, Terradons, 30 skink skirmishers, 2 Choppy Scar-Veterans and more than decent magic defense.”…..Chances are; this is too much.
But now what? You still want to deal with magic, you hate removing models killed by magic. There are some ways to deal with this problem:
1.Scroll caddies. A level 2 skink priest with diadem+ a level 1 priest carrying 2 scrolls. Basic, but very decent set-up.
2.Active magic defense, Wood elves use this tactic a lot. Use your terradons, Salamanders, Skinks, skink chiefs, scar-veterans, anything somewhat disposable (your Slann is 98% of the time NOT disposable!!!) To get rid of the enemy wizard(s). Terradons, Sala’s and skinks fit the job best. Aim all your attacks at the wizard, and hope something gets through. Repeat if necessary.
Versus a magic-heavy army, killing the supporting mages (hero-level, thus 2 wounds, bar some Undead) helps a lot! Remember, wizards rarely have defensive items, once in close combat; they’re in trouble…(of course, every army has items that are good; but that would be too much right now).
3. screening, use your skinks to take the blows from magic instead of your expensive Saurii. Works only to a certain degree, and if your opponent has a decent shooting phase, you might be in for a world of trouble. Remember, Lizardmen are at best in the later stages of the game; our short-ranged weaponry is now (hopefully) in range, or in combat. Don’t panic if you lost a good deal of troops on the way in.
Most of the time, scroll caddies are used. But Lizardmen have some very good units for the use of Active magic defense. Terradons are the undisputed nr.1 in this scenario, but skinks and salamanders fit this role as well. A suicidal charge is necessary quite a lot of the time. Remember though, that if you’ve done a wound; you’ve gained half-points for a supporting mage; put him in danger of a miscast-death; soften him up for the Saurii charge; Soften him up for a second sui charge (for instance, after your Terradons rally!)
90 points of terradons, could very well be worthwhile to ‘trade’ against a 150+ points of supporting mage. Pick your sui-charges though, as a 1 wound mage can still cast away!
What I’m trying to say (aside from the multiple ways of magic defense) is the following:
Pretty much every problem has multiple ways of solving: Is your opponent running you over?
1. Get bigger blocks
2. Get more killy-ness in the blocks (scar-vets)
3. Get more SCR in the blocks (warbanner, BSB)
4. use skinks to redirect
5. march block AND redirect
That’s 5 (ok…4½…) ways to deal with enemy hammers running you over. Multiple ways to deal with every problem! That’s also why leaving your list for a couple of hours/days might help. When you get back at it, you might realize the 2nd and 3rd way to deal with the problem. If you keep sitting at that desk mauling over the problem, you’re only going to buy bigger blocks…
~200 points over: You probably need to drop a whole unit here. No small changes can save the day for you. (By a whole unit I mean; anything that is a real investment. Not that single jungle-swarm you have running around…[although you might want to drop that AS WELL!]}
But now what? I really want those 2 anvils!
Maybe you should think a bit different. As with my magic list above, I only have 2 anvils, which are not as durable one might think! Magic, Shooting and combat take casualties! So, any combat I don’t want to find myself into, I don’t get myself into! I’m using my plethora of skinks to redirect the enemy and avoid combat.
See above: multiple ways to deal with a problem.
~300 points over: You really need to drop a whole unit (of considerable value) and probably some support as well. You have probably demanded too much out of the points value. This can be solved, by changing your way of handling problems (and thus, changing your way of thinking). And choosing the right unit to drop.
~400+ points over: Stop. Get back to your first draft and work your way down from there. You have really expected too much out of the army. Take a break, then get back on your list. What do you really need? What do you really want? Etc…
Step 7: Get more people looking at it.
This is a very important step. If you think you have made THE list. Show it, either online of to a friend (who knows a thing or 2 about Lizardmen/Warhammer). It has multiple reasons:
First of, anything that is illegal is easily spotted by ‘the other guy’ (your list has too much specials). Much like reading your own essay, the other guy spot mistakes you read over and over again!
Second of all, they add new insights to your tactics/list. Other players, other playing styles, other ideas which are good/bad. A small discussion is a good thing, do you really need that unit?
Third, the other guys spots unnecessary upgrades/units/items. Hopefully, he will explain WHY it is unnecessary, AND offer a suggestion he would make to the list.
Step 8: Finish it!
With the added knowledge from the other guy, letting the list rest for awhile, working on it for sometime: you can finish the list. Remove the musician, and add an extra skink. Small things like this, which could make the difference.
Step 9: Playtest!!
No matter how strong or cool an army looks on paper, it might just crumble in practice. So playtest it for a minimum of 3 games. In those 3 games, you have a pretty good idea on how the list works. And how to handle each individual unit in conjunction with the overall army. Then you can change the list accordingly.
For instance: When I came into the game, I just loved Kroxigor. I thought that M6 and by use of redirecting, they could beat up anything they touched. In practice: they got shot, avoided and weakened. By the time they saw combat they were to weak to do anything. Or, simply missed with their WS3 attacks. I used them 4 games, and dropped them altogether. Changed my list completely around, and moved on.
I just couldn’t get kroxigor to work for me (as much as I cannot find use for Skrox units), but I’m more than sure than someone else, with a different style/way of thinking, makes use of Kroxes very well indeed. So, no matter what the other guy says: If you are absolutely sure that a specific unit could work for you, tell him (neatly!) and prove it. This has a dangerous side as well: you might start thinking (for instance!) your unit of 5 jungle swarms is the absolute Cream of Warhammer. X of the other guys have loads of arguments that it is not (too big, either split or drop…etc…), but you remain convinced. You lose quite a lot of the time, but blame the losses on: bad luck (time and time again….), or other elements of your list. Whilst in truth, 5 jungle swarms isn’t such a good idea….
There you have it!
You have successfully designed your army list! Congratulations!
Now, the next question: how to deploy terrain ‘correctly’. That’s where my next installment is about.
Extra stuff!
Now I am going to build up a list from scratch. Using the steps I talked about above.
Step 1: Determine the focus of your army.
Hmm…what kind of army do I want to make. I think for this example, I’ll try to make an all-comers army. This army should stand a good chance vs. any army in the game. 2000 points of Lizardmen goodies…can’t wait!
Step 2: Determine what you’ll need for your focus.
Well, I need something of everything. A Slann is a very balanced way of starting off. I want him to be good at the offense and of course; his leadership. Temple Guard for Slann protection, another anvil (2 anvils). My ‘standard support’ if possible. With my standard support I mean: 2x10 skink skirmishers, 1x10 skinks, 4 Terradons, 7 chameleon skinks and a Salamander. This supporting cast can deal with so many things, it’s just amazing. If points allow, I’d like to add a Hammer element in my army. So I can decide a battle on raw power as well as good cooperation of units.
Step 3: Determine the general. As I already reasoned above, I need a Slann for this job. An Oldblood would push the list too much to a close-combat army. A hero-level general is also very possible, but you quickly need 4 heroes then. 1 Scar-vet general, 2 priests for magic defence, and you’d want a BSB most of the time as well. That’s expensive!
So, a Slann it is.
Step 4: Make decisions.
Ok, my first draft looks like this:
Slann, General, BSB, Warbanner, Focused Rumination, Focus of Mystery, Power Stone, Dispell scroll.
Skink priest, level 2, Diadem, Dispell scroll
Skink chief, riding Ancient Stegadon. Sh, Stegadon War-spear.
18 Saurus Spears, FC
10 skink skirmishers
10 skink skirmishers
10 skinks
4 Terradons
7 chameleon skinks
16 Temple Guard, standard and musician
5 Saurus Cold One Riders
1 Salamander w/extra handler
1 Salamander w/extra handler.
Some explanation: My slann is present, with a good offense setup. Not too expensive either (for a Slann that is). The Skink Priest is there for my added magic defence, he isn’t necessary but he is very nice to have.
The Skink chief and his ancient is a Hammer. And a very good one too!
18 Saurus Spears is an anvil. They can kill things they get in CC with, but most of all they have to hold the line. Skirmishers are there to harass the enemy and maybe grab some VP on the way. 10 normal skinks are redirectors, and redirectors only. If they manage to get away, and remain above US5: they can also do well in protecting a table quarter. Terradons and chameleon skinks are both very good, I just love these guys. The Temple guard are my second anvil. As well as protecting my precious Slann, and even be a SCR beast! 5 SCOR are my 2nd hammer. They don’t hit as hard as my Skink chief, but the enemy will be wary of their hitting power. The 2 Salamanders are there for shooting support, with the added bonus of having great influence on psychology as well. They will head for the big blocks of troops most of the time. Remember they are US5+ to start of, so they can claim a Table Quarter as well. Also, redirecting is very possible with the Salamander.
So, can I fit this all into 2k? let’s count it up!
420+150+382+246+70+70+50+120+72+80+80+175+277=2192
So, we’re about 200 points over. Nothing to worry about. Moving on…
Step 5: Fine tuning
So, here we’re going to cut a little bit more. Let’s see, I have all my special and rare slots in use. I do have a very good magic defense, and a solid offense. I have 2 strong anvils, and 2 strong hammers. My support is good too. So, what to drop? Well, I could try for the active magic defense. If I replace the skink priest by a unit of Skrox (11/1). This unit is also vs. opponents who use little magic. The slann can keep some magic at bay, I do want the diadem of power in my army. So, I simply equip the slann with it, now he has a choice of casting some spells, ore simply defend against the enemy’s magic.
So, drop Skink priest (150)
Add: 11 skinks with 1 Kroxigor, Diadem of Power on Slann.
I only saved 15 points with this move, but I changed quite a lot! In fact, with the added Skrox the list becomes move aggressive. Which I absolutely don’t mind, I like attacking as it fits my playing style. This army can still hold the line against Brettonia, and then counter-attack.
There are some things that consider thought;
The SCOR. Should I drop them to free up a lot of points? They are a good hammer…
The Slann. He is reasonable on offense and defense. Although any army with a decent magic defense will shut the Slann down. And a magic-heavy army will rain down spell after spell. It seems that my general isn’t that ready yet. So, do I want him to protect? Or do I want him to dish out the damage?
Tough choice here, but I will go for defense this time. If I can shut down my opponents magic phase with my Slann, and the opponents shooting with my Terradons and (chameleon) skinks. I’m doing well.
So, changing some more.
Slann: Focused Rumination, the Becalming Cogiitation. BSB, Dispel scroll, Diadem of Power, War Drums. Warbanner 435. No points saved (he got more expensive!), but the Slann has a real purpose right now: defensive.
The Focused Rumination is simply too good not to have, and with this set-up: I have 4-6PD+any ‘free’. 4-6 DD, 1 scroll And the best enemy wizard loses al 6’s…
That means I can cast some offensive spells when my opponent lost his magic defense, but I can stop a lot of enemy magic with the Slann. I like him. I really need points now, so I will drop the SCOR.
Why? Well, 16 TG with a Slann who can always march is more of a SCR hammer. 3 ranks, banner, BSB, warbanner=6. Possibly 7 with outnumbering, and the odd wound. These guys can go on adventure, with the Skrox in support for a flank; very dangerous.
So, the list as it stands right now:
Slann, General, BSB, Focused Rumination, Becalming Cogitation, Dispel scroll, Diadem of power, War banner.
Skink Chief, sh, Stegadon war-spear, ancient stegadon.
18 Saurii, FC, spears
10 skink skirmishers
10 skink skirmishers
10 skinks
11/1 Skinks/kroxigor.
4 Terradons
7 chameleon skinks
16 TG, Standard, Musician
1 Salamander w/extra handler
1 Salamande w/extra handler
For a grand total of: 1992.
Looking good. Next step:
Step 6: Almost there…
Ok. I have 8 points left. Is there anything I can change, if I need the points.
Well, I could drop the champion in the Saurii. I could drop a Terradon, maybe 2 chameleon skinks. A Salamander if necessary. If really necessary: make my Ancient stegadon a regular one. What do I might add?
Musician on Skrox, a scar-Veteran for raw combat power, bring back the SCOR, supporting unit of Saurii (12 with spears).
Out of these options, I like the scar-veteran the best. He would be expendable. I’d like him to be good against mages, so he needs to be fast and must do 2 wounds. That’s not too hard!
Scar-Vet, LA,Sh,CO, Bane Head, Sword of the Hornet. 133 points. Fast, pretty cheap, deadly.
He can have 2 roles: 1st one is to head straight for the mage. Or, he could sit with the Skrox. It would look somewhat awkward (3 different base sizes) but it works. If they ever have to receive a charge, the Sword of the Hornet is there to strike some enemies away. This guy could go anywhere where there is a threat, and together with his unit come out on top (if somewhat evenly matched). So, I need 139 points do achieve this.
Drop: champion in the Saurii, a chameleon skink, a terradon, a Salamander and the extra handler from the other Salamander. That gives me 139 points exact and allows me to make the changes I wish.
So, current list:
Slann, General, BSB, The Focused Rumination, The Becalming Cogitation, Dispel Scroll, Diadem of Power, War Drums, War Banner.
Scar-Veteran, LA, Sh, CO, Bane Head, Sword of the Hornet
Skink Chief, sh, Stegadon war-spear, ancient stegadon.
18 Saurus Warriors, Spears, Standard, Musician
10 skink skirmishers
10 skink skirmishers
10 skinks
11/1 skinks/kroxigor, musician
3 Terradons
6 chameleon skinks
16 TG, St, Mu
1 Salamander.
Total: 2004 points. Still 4 points over, I must have miscalculated somewhere.
No worries though, as I will drop the musician on the Saurus Warriors. They want to be withing 12” of the Slann anytime. So won’t need it too bad. If they fail on musician, I have a Ld8 Cold-Blooded with reroll break test to make…
So: 1998 points then. Nice!
Step 7: Get more people looking at it.
This step I can only do after I posted this tact. But I will do it! I think it’s a nice list.
Has many ways to deal with enemy magic, has a real hammer, and a secondary one (TG). And strong support to annoy the heck out of my opponents. Any flaws?
http://www.lustria-online.com/threads/army-by-tactica.2979/ That's the link to go to the list. Discuss!
The Hunted