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Made in gb
Fresh-Faced New User




Hi guys... recently starting WHF at our club after a long long time as a 40k player..

Scar-Veteran - light armor, hand weapon, enchanted shield = 91pts
Skink Priest - level 2, Lore of Heavens = 100 pts

16 Saurus Warriors - full command, hand weapons, shield = 206pts
16 Saurus Warriors - full command, hand weapons, shield = 206pts

12 Skink Skirmishers = 84pts
12 Skink Skirmishers = 84pts

Bastiladon - Solar Engine = 150pts

Total = 921pts

As you can see i have 79 points left to play with so any suggestions please advise.. these are the units i have in my possession atm so making the most out of these numbers would be best for my budget...

Also are skink skirmishers better with blowpipes or shields and javs and where would you advise to place the scar vet and skink priest..

thanks...

Matt

This message was edited 1 time. Last update was at 2014/04/13 22:35:35


 
   
Made in us
Regular Dakkanaut




You typically want core skinks to have have javelins rather than blowpipes due to hitting on 7s.

Blowpipes are excellent on chameleons, which are usually worth taking but perform even better in low pont. Your opponent is less able to block good scouting locations. A small unit would fit in your remaining points - just use a different paint scheme on your blowpipes and save some cash.

Try to build your saurus blocks in multiples of six (18). 25mm infantry excel when 6 wide, which maximizes your frontage against 5 wide 20mm infantry.

You typically want priests solo or in a cohort bunker. The main role of skirmishers is chaff and redirection (so take minimum sized units). The poison is an added bonus and creates good matchups from time to time.

This message was edited 2 times. Last update was at 2014/04/14 19:24:42


 
   
Made in gb
Shas'ui with Bonding Knife





fareham, hants, uk

nice start, i would consider these changes

Scar-Veteran - light armor, Sword of Striking, Enchanted Shield, Ironcurse Icon = 111pts
Skink Priest - level 1, Lore of Heavens, Dispel Scroll = 90 pts

30 Saurus Warriors - full command, hand weapons, shield = 360pts

10 Skink Skirmishers = 70pts
10 Skink Skirmishers = 70pts

Bastiladon - Solar Engine = 150pts
Bastiladon - Solar Engine = 150pts

=1001

1) gives you 2 big monsters.
2) preist has lost a level but gained a dispel scroll, and the power dice will be used on the bastiladons anyway.
3) big combat block of saurus with a scar vet with better killing ability due to +1 to hit in combat and and ward save for the whole unit from warmachines.


All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.

Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG

40K- Tau,Guard, Nids, SM, BA, GK, IK, DW

The Hobbit/LOTR- Evil, Angmar, Mordor
 
   
Made in us
Regular Dakkanaut




You could drop a saurus and add the seed of rebirth on the vet. Puts you at 1000 exactly and gets rid of that extra model OJ the block (29 + Vet is 30)
   
Made in us
Skink Chief with Poisoned Javelins




New York/Michigan

Mixer86 proposed a good list, using the framework of the OP. I would do that list, but I would take Beasts over Heavens on the Priest. Even if you just wind up taking the Sig. spell (a good idea at these points), that has a better chance of being useful more often when the Bastiladons aren't using the dice to melt things with their lasers.
   
Made in gb
Fresh-Faced New User




Hi. You can try the list I have been using at 1000 pts

Scar vets are really good but you need that cowboy a horse. Mount him on his cold one to get the +1 armour save.
Never take one without it as they can do so much. Old blood can do it better but at 1000 scar vets can bring the pain!

Scar vet
Cold one, light armour, great weapon, Dragonhelm, Luckstone
This gives you the +1 save with first fail re roll. Plus a +2 against flame. S7 and two attacks from cold one

Skink priest
Lv2 dispel scroll.
I use heavens due to lower cast and rerolling 1s on saurus block with spears can really help

24 saurus warriors
Full command, spears.
Let them charge you if you can as you are gonna hit last anyway. With reroll 1s 23 attracts plus your extra from 6s can really smash.
You can also add the vet here then charge him out when ever you like.
10 skinks Skirmishers
Jav and shield.
10 skinks Skirmishers
Jav and shield

Salamander
Extra handler
Salamander
Extra handler
These little monsters have to be the best unit for points cost. Once you know how they work they can really really do some damage

Bastiladon
Use the beam, this is why I use heavens. Spare dice then melt. It's poor at combat but don't forget it has thunderstomp. It can hold up units of infintry and stomp them down.

This is around 1002 so have a little play. You could drop a sallie for chameleons and save the points. I love my 2 units of six. Small foot print yet 12 shots of poison still getting 6s!! Bye bye cannon of sometimes big monster. Use your poison against anything with high T really can help.
Hope this helps.
Drew


Automatically Appended Next Post:
If you drop the great weapon on the vet and take halbert that will make it 1000. It's only s6 but you will be able to use In of the vet.

Drew.

This message was edited 1 time. Last update was at 2014/04/28 11:41:31


 
   
 
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