Login

Username:


Password:


Remember me



Forgot Password?




 Merchandise




Lizardmen

For posting army lists, battle reports, and discussing tactics

Lizardmen

Postby mattjgilbert » Fri Feb 26, 2010 10:40 pm

BDA from our group has been bemoaning his choice of army (Lizardmen) after a few defeats. He thinks the army is too expensive, not varied enough and has issues with things like warmachines. I think he just doesn't have enough variety in his collection so far (some skinks, one steg, cold one cav, saurus warriors and temple guard) and is thinking too much about expensive Lords and fancy wargear (and maybe dismissing other less "blingy" units). I think he needs to concentrate on building an all rounder army without too much fancy stuff and then use that base to spawn (no pun intended) other lists from that as he learns the army.

I said I'd have a go at a basic 2000 point list this weekend, ignoring the fact he is missing models (he can proxy if he really needs too) and see what he thinks. I've done one which I think is fairly solid as a starting point without any really flashy stuff (will post later).

Any other lizard players out there with good ideas for army builds and general lizard tactica?
User avatar
mattjgilbert
BladeDancer
Daemon Prince
 
Posts: 5847
Joined: Wed Sep 19, 2007 12:00 am
Location: Worthing, UK

Re: Lizardmen

Postby Drax » Sat Feb 27, 2010 9:54 am

don't play them but face them a fair bit.

personally i wouldn't bother with the frog. 2 skink priests on foot and a correctly kitted oldblood will do for characters.

Saurus warriors are very good core units. tell him to think of them as better chaos warriors - they get a 3+ save in combat, they are as hard as a chaos warrior, and they have less chance of breaking and they get the same number of attacks. if he gives them spears, and makes them 6 wide, thats going to be anything up to 25 attacks if he receives a charge and has a champ!

skink skirmishers in 9s with just the blowpipe are nasty little beggars - again hard to break, can block line of sight, and although this may rarely come up for some, if part of the deployment zone is normally blocked off by a water feature, these guys can be placed here rather than take up what other room there is. having watched skinks used well as well as facing them, these guys can really throw off an opponents plans its amazing how much better these guys seem with their poison than others tend to be!

i don't personally rate kroxigors, and wouldn't bother either putting them in a block of skinks, or indeed bother with a block of skinks at all.

other than that, i'd say you post means your on to a good list.
User avatar
Drax
Veteran
Veteran
 
Posts: 183
Joined: Fri Mar 07, 2008 12:00 am
Location: Beverley, East Yorkshire

Re: Lizardmen

Postby lostandthedamned » Sat Feb 27, 2010 10:44 am

1. Take a couple of Salamanders. They are the absolute bane of a couple of the games nastiest units namely Blackguard or Graveguard deathstars. You can hit them even over shielding troops, and small bases mean many hits. Both don't get any saves and two templates hitting well can decimate you opponents favorite toys. They also excel at
killing cavalry as the combination of many hits and a -3 modified from range especially across the flanks (movement 6 makes this much more likely) deals much death. The best fun is against Bretonians as the stregth being only 3 they don't get the enhanced ward save.

2. Skink Cheiftan on Ancient Stegadon with the Stegadon Warspear. - 1 hit KO monster. I actually like this better than the engine of the gods, mainly because I don't use much magic in my current lists (3+ years playing 13 power dice tzeentch warriors tends to burn you out). Although only average if charged, a unit that puts out 2d6+1 S6 impact hits followed by 6 S6 attacks and 4 S3 attacks can break any unit in half when charging.

3. Don't make Saurus units too deep. Always take spears.Treat them like Chaos warriors when purchasing and go for 6x3, 5x3 or even 7x2 (as their seem to be very few missile heavy armies being run these days) This keeps the costs down. I only take a single L2 Priest for magic and tend to spend a decent number of games just casting Portent of Far on a saurus unit. Rerolling 1's makes them them much better tan many other similarly priced units just due the the staggering number of attacks they get.
When you wish upon a star, your dreams can come true.
Unless it's a meteorite falling to Earth, which will destroy all life, then you're pretty much hosed no matter what you wish for.
Unless it's death by meteorite.
User avatar
lostandthedamned
Veteran Sergeant
Veteran Sergeant
 
Posts: 390
Joined: Mon Feb 02, 2009 12:00 am

Re: Lizardmen

Postby mattjgilbert » Sat Feb 27, 2010 5:16 pm

I agree with most of that having read the book last night. The frogs seem like too much outlay for not enough return. I'd gone with razordons over the salamanders but both seem like they could dish it out (I liked the 2x art dice for stand an shoot - seemed like a good flank protector unit). From reading your post lostandthedamned I'm guessing the salamanders are more offensive and the razordons more defensive.

I also went with a pair of skink lvl 2 mages. Cooking tea now. Will try and post the list I came up with later on. If he doesn't take it, I will to see what it does.
User avatar
mattjgilbert
BladeDancer
Daemon Prince
 
Posts: 5847
Joined: Wed Sep 19, 2007 12:00 am
Location: Worthing, UK

Re: Lizardmen

Postby lostandthedamned » Sat Feb 27, 2010 6:05 pm

My current list:
2000 Pts - Lizardmen Roster

Saurus Oldblood (1#, 256 pts)
(General; Hand Weapon; Light Armour; Shield; Scaly Skin)
1 Blade of Revered Tzunki
1 Glyph Necklace

Saurus Scar-Veteran (1#, 169 pts)
1 Great Weapon; Shield; Battle Standard Bearer; Scaly Skin
1 Hide of the Cold Ones

Skink Priest (1#, 125 pts)
Level 2 Upgrade
1 Diadem of Power

Skink Chief (380 pts)
1 Ancient Stegadon
1 Stegadon War-Spear

Saurus Warriors (14#, 198 pts)
Mus; Std; Champ

Saurus Warriors (17#, 234 pts)
Mus; Std; Champ

Skink Skirmishers (14#, 112 pts)
Javelin & Shield

Skink Skirmishers (14#, 112 pts)
Javelin & Shield

Cold One Cavalry (6#, 260 pts)
Mus; Std; Champ

Salamander (8#, 150 pts)
2 Salamander Hunting Pack
6 Skink Handlers

As for the Salamanders i feel they do as good a job guarding flanks but also shore up a lack of High save mod attack from the army. Really fun to hit Chaos Knights for 10 5's to wound with only a 4+ save.
When you wish upon a star, your dreams can come true.
Unless it's a meteorite falling to Earth, which will destroy all life, then you're pretty much hosed no matter what you wish for.
Unless it's death by meteorite.
User avatar
lostandthedamned
Veteran Sergeant
Veteran Sergeant
 
Posts: 390
Joined: Mon Feb 02, 2009 12:00 am

Re: Lizardmen

Postby mattjgilbert » Sat Feb 27, 2010 6:22 pm

Here's what I knocked together as a base list last night (2000 points).

This is an attempt to use the models he has as much as building something practical.

12 Saurus warriors with full command
15 Saurus warriors with spears and full command
25 skinks with full command
16 skinks + 2 kroxigor with full command
6 cold one cavalry with std + mus
12 Temple guard with full command
2 razordons
Scar vet BSB
Gor Rok
2 level 2 skink priests with a scroll each

leaves 77 points for any extra magic items or banners.

Why the skinks?
I like big infantry blocks and they achieve this cheaply (I was probably thinking about my goblins ;) )

Why the kroxigors?
He's not used them and I like that they cause fear, their main selling point I think

Why Gor Rok?
Because he makes a unit Stubborn. Combined with the BSB and the cold blooded rule, he can make a unit hard to shift.

So nothing very flashy but I think it's a place to start and learn the strengths and weaknesses of the units it has - then he can start to tinker with other units and magic items/options.


I also put together another 2000 point list with a the theme of hard hitting units and flanking skinks. How's this look?

3 Kroxigor (yeah I know you guys don't ate them) inc an ancient
6 cold one cavalry with full command
10 chameleon skinks
1 stegadon
1 ancient stegadon
15 Saurus warriors with full command
15 Saurus warriors with spears and full command
10 skink skirmishers
Old blood on cold one
Level 2 Skink priest with 2 dis. scrolls

Leaving 125 points for banners/magic items

Idea was the the stegs and cavalry (with the old blood) are the hard hitters. The skinks work the flanks and the saurus warriors hold the line.


Both lists are just ideas based on reading the book last night. I've not played lizardmen and only played against BDA twice, 1000 and 1500 points so the above could be pants.
User avatar
mattjgilbert
BladeDancer
Daemon Prince
 
Posts: 5847
Joined: Wed Sep 19, 2007 12:00 am
Location: Worthing, UK

Re: Lizardmen

Postby Daimyo52 » Sat Feb 27, 2010 7:45 pm

The Slaan is weel worth a chunk of points..............

Rumination.............. free dice to every spell
Cogitation............... opponrnt cannot use 6's if within 24" so no spell off with IF
Plaque of Tepok gives him 5 out of 6 spells...........
Plaque of protection gives him 2+ ward save to all ranged attacks
add a 1 or 2 scrolls ready to go
warbanner for some cobat res if in TG

Tmeple guard stubborn with Slaan in but get expensive.......... need shooting banner for protection .......


Engine..................... give the priest wardrum and watch it dance round units making the most of the spell from the engine

Maybe the chief with the warspear onstead of engine

2/3 units of 10 skinks with b/p

2 units of 12-14 saurus

1 or 2 units of 4 terradons ( drop rocks is rreally useful )

1/2 sallys good for flaming nd aalso pulling hatred units out of line............
User avatar
Daimyo52
Newbie
 
Posts: 119
Joined: Tue Jun 30, 2009 12:00 am
Location: Manchester

Re: Lizardmen

Postby Ogregut » Sun Feb 28, 2010 2:49 am

A list Ive used to great effect is

Slann, free power dice, all spells

EOTG, extra spell

Lv2 Priest, Flying cloak

16 Temple Guard, FC

20 Saurus,FC

16 skinks, 2 Kroxigor

2 x 10 skink skirmishers

2 salamanders

Quite magic heavy but still hits hard

I do quite like your lists tho Matt, something different the normal steggie spam. In the first list however I wouldn't take temple guard as they only really shine with a slann. I assume the plan is take Gor Rok with them, but for the points of the temple guard you could get 15 normal saurus.

The second list I like alot. The only thing I would avise is to only take 5 chameleon skinks, as 10 can be hard to hide and I wuld get another unit of skink skimishers.
Yes I study Psychology, no I can't read your mind.........yet!

Devlin mud, painting armies since 2008!
User avatar
Ogregut
Exarch
Exarch
 
Posts: 471
Joined: Wed Jan 21, 2009 12:00 am
Blog: View Blog (1)

Re: Lizardmen

Postby mattjgilbert » Sun Feb 28, 2010 8:52 am

Yeah Gor Rok was going with the TG but you may be right about them.

Just 5 chamo skinks eh? Would such a small unit not be too vulnerable?

Yeah, I kinda liked that 2nd list :)
User avatar
mattjgilbert
BladeDancer
Daemon Prince
 
Posts: 5847
Joined: Wed Sep 19, 2007 12:00 am
Location: Worthing, UK




Return to WFB Tactica




 Social Links