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2014/08/06 20:37:54
Subject: [1200] - Lizardmen - Tournament Help
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Horrific Howling Banshee
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Skink Priest - 100
- mastery level 2 wizard
Skink chief - 47 (warlord)
- Light armour
- enchanted shield
Saurus warriors - 250
- 24 Saurus
- hand weapon/ spear and shield (not sure which)
- Full Command
Skink cohort - 150
- 24 skink
- javelin and shield
- full command
Skink skirmishers - 94
- 12 skink
- champion
- javelin and shield
Temple Guard - 170
- 10 temple guard
- full command
Cold one riders - 270
- 8 cold ones
- full command
Chameleon skinks -75
- 5 chameleons
- chamion
Points 1200
Any help is greatly appreciated, my saurus block will be 6 wide by 4 long or 5 wide and 5 long if my skink chief joins them
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Wh40k Eternal Crusade Referral Number: EC-J79JWAXML7RYP |
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2014/08/06 20:51:27
Subject: [1200] - Lizardmen - Tournament Help
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Bounding Dark Angels Assault Marine
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Cold one riders are really not as good as they look on paper, and are definitely not worth the points. You would be better off kitting one of them to be a Scar-Vet on a Cold One.
Command on skink groups is wasted points. The point of skink squads are as re directors and annoyances, if they get into close combat they either did their job or they didn't.
For weapon on the Saurus you either go for having the second and third ranks be able to attack as well but lose the 6++ ward but gain 4+ armor with the shield. Or go 5+/6++ with hand weapons and lose the rank of attackers and the +1 on the charge. It is really a preference thing, I prefer spears but both are good.
Consider getting salamanders, they are crazy good for the points.
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1500 (10-3-0) (7thEd)
1850 (2-1-0) (7thEd)
2000 (1-0-0) (7thEd)
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2014/08/06 20:58:24
Subject: Re:[1200] - Lizardmen - Tournament Help
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Powerful Chaos Warrior
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I disagree, cold one knights can be phenomenal, not in this current list with 8, but ive seen big buses with cowboys in get vanguarded up and absolutely wreck armies battle lines, but 8 on their own are a little bit useless.
The list is alright, the problem you have is everything is either outmanned or squishy, you're 10 man temple guard unit is expensive but how much damage will it do? same for your hero how much will he do in combat?
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Alex 'Salior' Wheatley
- Warriors of Chaos / Savage Ogres
- Most VP - Eatbats 2014
- 2nd - Bunker Brawl 2014
- 3rd - Blood on the Sands 2013
'A proper Imperial Guard regiment should have enough men to build a starport from corpses, if need be.'
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2014/08/06 21:23:10
Subject: Re:[1200] - Lizardmen - Tournament Help
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Bounding Dark Angels Assault Marine
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therealsuperman wrote:I disagree, cold one knights can be phenomenal, not in this current list with 8, but ive seen big buses with cowboys in get vanguarded up and absolutely wreck armies battle lines, but 8 on their own are a little bit useless.
The list is alright, the problem you have is everything is either outmanned or squishy, you're 10 man temple guard unit is expensive but how much damage will it do? same for your hero how much will he do in combat?
They "can" be if you load them up, but by the time you do that you could have gotten so much more for the points. I am still new, but it just seems like unless you dump tons of points into them you just get combat res'ed out.
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1500 (10-3-0) (7thEd)
1850 (2-1-0) (7thEd)
2000 (1-0-0) (7thEd)
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2014/08/07 05:31:29
Subject: Re:[1200] - Lizardmen - Tournament Help
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Focused Fire Warrior
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At that size they are a support unit and shouldn't be taking things on alone (similar to your 10 Temple Guard which I also use in games around 1000 points). I use spears on my Saurus for the extra attacks to help with their average WS. Some people prefer the parry save though. But yeah, lose the command on the Cohorts it really is a waste of points. They're only going to be in combat to either deliver Kroxigor or die in droves. Or both. Keep 'em cheap!
I would strongly consider finding some points (maybe drop a Cold One or two) and changing the Skink Chief to a Scar-Veteran. They are solid hero choices whether mounted or on foot. Skink Chiefs have their place but you'll want a fighty character first... and the Chief isn't it. Other than those things it looks good.
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2014/08/07 13:16:27
Subject: [1200] - Lizardmen - Tournament Help
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Bounding Dark Angels Assault Marine
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I definitely agree with the Scar-Vet. Get one and put it on a Cold One and give him a couple magic items and the things are beasts on their own.
Someone once told me when building an army think of what you want to do first, then pick the units that do that job.
Just a bit of help from a newer player as well it seems to help.
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1500 (10-3-0) (7thEd)
1850 (2-1-0) (7thEd)
2000 (1-0-0) (7thEd)
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2014/08/07 23:51:33
Subject: [1200] - Lizardmen - Tournament Help
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Fireknife Shas'el
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5 cold ones provides a decent tarpit eliminator 21 s4 attacks 11 of which generate extra attacks is pretty cool
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8000 Dark Angels (No primaris)
10000 Lizardmen (Fantasy I miss you)
3000 High Elves
4000 Kel'shan Ta'u
"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams |
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