Jungle Swarm
motherbrain42
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hello guys and girls (if there are any
)
very soon i will be participating in a bigger tournament. and i am fairly new to the lizardmen. (i´ve only played a handfull of games against chaos deamons, where i´ve won most of the time.)
the tournament is highly restricted, so i am not able to have a super slaan, or have huge blocks of units wandering around.
the list is as follows:
2500
2496p
2500/1250/625
Lord
(420p)
Slann: 275p Lore of life.
Soul of Stone (re- roll miscast) free
Becalming Cogitation ? (nominate fi wizard 24” 6s are discarded when magic) 50p
battle Standard bearer: 25p
Banner of eternal flame: (flaming attacks) 10p
Items: Enchanted item: plaque of tepok: knows one more spell 15p
Arcane item: cupped hands of the old ones 45p
Heroes (440p)
Skink Priest: 65p
Arcane item: uranons thunderbolt (bound spell) 25p
blood statuete of spite (bound spell t- test) 25p
Upgrade: lvl 2 35p
Mount : Ancient Stegadon with engine of the gods 290p
Core (699p)
Saurus Warriors
379) 28st, full Command, spear and Shield
Skink Skirmishers: (70) 10st, blowpipe
Skink Skirmishers: (70) 10st, blowpipe
Skink Skirmishers: (70) 10st, blowpipe
Skink Skirmishers: (70) 10st, blowpipe
Skink Skirmishers: (70) 10st, blowpipe
Special (694p)
Chameleon Skinks (120) 10st
Chameleon Skinks (120) 10st
Temple Guard: (449) 26st, Champion, Standard
champion has Arcane item: ironcurse icon 5p
Rare
Salamander Pack (225) 3st Salamander, 9 Skinks
would apriciate (english not my native language) any feedback concerning this list. whats its strenghts and weaknesses and can i improve it somehow.
restrictions for the tournament:
Restrictions
- Armies are 2500 points.
- No characters that are: special or named
- Dogs of War are not allowed
- A maximum of 5 warmachines may be taken per army
- Max. 45 models with missile weapons with a range of 20”+ (not incl. war machines, characters and chariots).
- Unit size; no non-character unit may have more than 40 models or cost more than 450p (incl. Upgrades such
as Command Group)
- Vampire Count rules from WD380 may be used in addition to the rules in the Vampire Counts Army Book
Lizardmen: Salamanders are a 0-1 Choice; Terradons and Chameleon Skinks are 0-2 choices
Magic Restrictions:
- No more than five dice may be used for any spell casting attempt (including any and all possible bonus dice)
- The sixth spell of all magic schools (and skavens 13:th spell) cannot be cast with irresistible force (miscasts
still occur though)
- Apart from Winds of magic and Channeling, an army may only generate 2 PD/DD per magic phase.
- You may have units/abilities that actually would generate more than 2 extra dice, but any excess dice are lost
- Some magic items/abilities count as generating dice toward this limit.
- “Count as” items/abilities may never exceed a cumulative 2 PD/DD per phase. This means that if you take the
Book of Hoeth, you may not take any other items that “count as adding PD/DD”
- All modifiers are applied from the army list and will not change during the game.
Detailed description:
Apart from winds of magic and through the channeling rule, an army may only ever add 2 dice to its power or
dispel pool in each magic phase. Any dice added to the pool, regardless of source (generated, stolen, stored
from previous magic phases, generated by magic items/abilities to boost spellcasting before or after the casting
attempt, produced by spells, lore abilities, and so on) count. Excess dice are simply discarded and cannot be
used in any way (i.e. - they can’t be stored).
If a dice is stolen from the opponent’s pool, but your army has already generated two extra dice, the dice is
removed from the opponent’s pool and then discarded.
Some special items and abilities DECREASE the limit of power or dispel dice you can add to the pool. We
refer to those as “count as” items. What this means is that, if your roster includes one “counts as 1 Power Dice8
(PD)” item, your army can only add 1 power dice (instead of the usual 2 dice) to the pool in each of your own
magic phases of the entire game (regardless of whether the item is destroyed or used up). Please note that you
cannot have a combination of items that would decrease the limit of extra power or dispel dice to below zer
Lizardmen: Beclaming Cogitations counts as +2DD; Cupped hands counts as +2P
Item restrictions:
- Each Loremaster ability counts as generating 1 PD each magic phase
- Any item that auto-dispels a spell counts as generating 1 DD each magic phase.
- Folding Fortress is banned.
.........i know right....
very soon i will be participating in a bigger tournament. and i am fairly new to the lizardmen. (i´ve only played a handfull of games against chaos deamons, where i´ve won most of the time.)
the tournament is highly restricted, so i am not able to have a super slaan, or have huge blocks of units wandering around.
the list is as follows:
2500
2496p
2500/1250/625
Lord
(420p)
Slann: 275p Lore of life.
Soul of Stone (re- roll miscast) free
Becalming Cogitation ? (nominate fi wizard 24” 6s are discarded when magic) 50p
battle Standard bearer: 25p
Banner of eternal flame: (flaming attacks) 10p
Items: Enchanted item: plaque of tepok: knows one more spell 15p
Arcane item: cupped hands of the old ones 45p
Heroes (440p)
Skink Priest: 65p
Arcane item: uranons thunderbolt (bound spell) 25p
blood statuete of spite (bound spell t- test) 25p
Upgrade: lvl 2 35p
Mount : Ancient Stegadon with engine of the gods 290p
Core (699p)
Saurus Warriors
Skink Skirmishers: (70) 10st, blowpipe
Skink Skirmishers: (70) 10st, blowpipe
Skink Skirmishers: (70) 10st, blowpipe
Skink Skirmishers: (70) 10st, blowpipe
Skink Skirmishers: (70) 10st, blowpipe
Special (694p)
Chameleon Skinks (120) 10st
Chameleon Skinks (120) 10st
Temple Guard: (449) 26st, Champion, Standard
champion has Arcane item: ironcurse icon 5p
Rare
Salamander Pack (225) 3st Salamander, 9 Skinks
would apriciate (english not my native language) any feedback concerning this list. whats its strenghts and weaknesses and can i improve it somehow.
restrictions for the tournament:
Restrictions
- Armies are 2500 points.
- No characters that are: special or named
- Dogs of War are not allowed
- A maximum of 5 warmachines may be taken per army
- Max. 45 models with missile weapons with a range of 20”+ (not incl. war machines, characters and chariots).
- Unit size; no non-character unit may have more than 40 models or cost more than 450p (incl. Upgrades such
as Command Group)
- Vampire Count rules from WD380 may be used in addition to the rules in the Vampire Counts Army Book
Lizardmen: Salamanders are a 0-1 Choice; Terradons and Chameleon Skinks are 0-2 choices
Magic Restrictions:
- No more than five dice may be used for any spell casting attempt (including any and all possible bonus dice)
- The sixth spell of all magic schools (and skavens 13:th spell) cannot be cast with irresistible force (miscasts
still occur though)
- Apart from Winds of magic and Channeling, an army may only generate 2 PD/DD per magic phase.
- You may have units/abilities that actually would generate more than 2 extra dice, but any excess dice are lost
- Some magic items/abilities count as generating dice toward this limit.
- “Count as” items/abilities may never exceed a cumulative 2 PD/DD per phase. This means that if you take the
Book of Hoeth, you may not take any other items that “count as adding PD/DD”
- All modifiers are applied from the army list and will not change during the game.
Detailed description:
Apart from winds of magic and through the channeling rule, an army may only ever add 2 dice to its power or
dispel pool in each magic phase. Any dice added to the pool, regardless of source (generated, stolen, stored
from previous magic phases, generated by magic items/abilities to boost spellcasting before or after the casting
attempt, produced by spells, lore abilities, and so on) count. Excess dice are simply discarded and cannot be
used in any way (i.e. - they can’t be stored).
If a dice is stolen from the opponent’s pool, but your army has already generated two extra dice, the dice is
removed from the opponent’s pool and then discarded.
Some special items and abilities DECREASE the limit of power or dispel dice you can add to the pool. We
refer to those as “count as” items. What this means is that, if your roster includes one “counts as 1 Power Dice8
(PD)” item, your army can only add 1 power dice (instead of the usual 2 dice) to the pool in each of your own
magic phases of the entire game (regardless of whether the item is destroyed or used up). Please note that you
cannot have a combination of items that would decrease the limit of extra power or dispel dice to below zer
Lizardmen: Beclaming Cogitations counts as +2DD; Cupped hands counts as +2P
Item restrictions:
- Each Loremaster ability counts as generating 1 PD each magic phase
- Any item that auto-dispels a spell counts as generating 1 DD each magic phase.
- Folding Fortress is banned.
.........i know right....