Re: The 8e Lizardmen Handbook (Updated TY Scalenex)
Nazgren said:
Hi, i havent played Lizzies since 7th and am now looking at making an army, following hte same system from my last list, this is roughly what i came up with:
Slann with armor piercing banner, Harmonic convergence and channeling staff
26 temple guard, full command and war banner
2 units of 30 warriors, all with full command and spears
2 units of 10 skirmishers with blowpipes
Bastiladon with solar engine
Skink priest on ancient steg with dispell scroll
3 Terradons
1 Salamander
The army works on the 50 attacks of the saurus units pulverising whatever they charged through sheer numbers, coupled will magic support from the slann, skirmishers taking down monstrous creatures, while the teradons drop rocks and redirect charges.
Since reading this guide, i was looking at taking some cavalry, namely Cold ones and a scarvet/oldblood on an cold one/carno. Would you say it is worth it and if so, what would you drop from the list? I would imagine it would probably be the lone salamander, the terradons or the steg priest.
Finally, i am unsure what lore to take. Obviously all the punch in my army comes from the warriors, originally i took life, to keep em meaty and plentiful, however the 10" move and bonus I, etc from High magic is very nice, but i am also contemplating light, for timewarp, etc. Also, in regards to the high magic, the lore attribute states that you can forget a spell and generate one "the normal way", however, with loremaster, the normal method of generating spells becomes you automatically know it, i assume i cant use this to choose what spell i learn?
Hai Nazgren!
Cold one cavalry ain't necessarily a poor choice, and do fulfill one virtue in Lizardmen lists, speed! They are the fastest thing we rock

!
Movement 7 / swift stride is the best we can get, but the spear upgrade might not be worth it, making them more of a grinding-where-you-need-it kinda unit, more than a packs-a-punch unit! Not necessarily a bad thing!
When you add in a Scar vet though, you get the killing power! combined with the grinding power, but you also spend a lot of points on the unit itself. An alternative is to run the Scarvet or oldblood solo, which can be quite devastating in and off itself!.
Looking at your list, i'm not sure you need the scar vet you have some control, and some punch!
I don't know how much you've already spent, but i would start out by removing the priest from the ancient stegadon, he's an expenditure, and nothing more, he's not necessary to make it run in 8th, and the beast confers no improved save to the rider, so either separate them, or use the Stegadon w/ Eotg alone!.
Also, many consider the Eotg weak compared to 8th, if you want to get points for a scar vet, which range between 145 and 156 for the good builds, drops the Skink priest and the Engine itself, you'll still have a steg, and you'll have a cowboy! you'll lack a scroll though!
Alternatively simply split the priest an engine, and run with what you got, unless you really like the looks of CoR!
They'd definetly add speed to your list, but i'd prefer to simply ad a lone Cowboy, if affordable or just follow the advice i otherwise gave!.
Personally, i'd consider Spears / jav on my skinks, BP are harder to use, but if you're proficient with them from 7th, keep them, otherwise, go 1/1, test the javs out ^^, also i'd drop one of the stacks of 30 saurus, and convert leftover pts to skinks and a cowboy! Core should be minimum in the current edition lizardmen list, our Core Saurus, while seemingly powerful are much more fragile than they seem (sadly), skinks however are as good as ever! (even with the ld nerf).
Short answer (my opinion).
Swap 1 BP skink with jav skinks to test jav skinks.
Swap EotG priest with EotG AND priest (separate units).
Dump 1 Saurus block.
Add skink Skirmisher unit 'till core is filled.
Use remains on Scar vet on CO w/ Dawnstone / dragonhelm / CO / LA / GW
Anything leftover - Check what you want

!
If above 90 pts, consider a chief on terradon or ripper! 2+ AS is easily achievable and he adds a lot of speed to your list!
I wouldn't personally remove any of your choices for CoR tbh, but if you like the unit, an alternative that would work is to spend 160 pts on 5 naked CoR with Mus for a Scar vet LoS save, or 190 pts on 6 with Mus for a 2x LoS save! IF affordable together with the saurus scar vet. (maybe by dumping the engine and just doing ancient stegadon

)
Hope i am not too confusing. I usually flood with too many thoughts when asked to constrain myself
