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2008/06/17 06:39:27
Subject: 2000pt Lizardman army attempt *First Timer*
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Fresh-Faced New User
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Please see build at bottum.
*note*
I havent actually played a game yet so this army is based solely on your input and my limited understand
if you have something to add please give a reason and dont simply say Blah units suck thats not helpful in the slightest
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This message was edited 3 times. Last update was at 2008/06/22 22:01:27
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2008/06/17 07:52:01
Subject: 2000pt Lizardman army attempt *First Timer*
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Sickening Carrion
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Pretty awful honestly.
Either go 4th or 2nd generation on the Slaan, the others are a waste of time. He cannot hold the enchanted shield. Plaque of protection is terrible, much stronger is just a paque of tepok + double scroll. Bane Head is solid.
Skink Priest idea is also very poor, he should just have the Diadem of Power - this, combined with the Slaan gives an extremely flexible magic phase.
Scar Veteran should also have/need the mark of tepok, pumping your magic phase to the very respectable 8/6, which can be converted to 10/4 or 6/8 as needed!
The rest of the list is rather well chosen indeed! Personally however (and it is simply personal, what you have is fine) I prefer:
-4 Korxigor
-2 x 3 Terradons
-5 Chameleon Skinks
It is just a personal thing. So, to summarise, the character set up was rather poop, but the rest of your list is near perfect! Good news is that it means not having to buy any different models
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2008/06/18 00:45:18
Subject: 2000pt Lizardman army attempt *First Timer*
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Fresh-Faced New User
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Ive redone it a bit what do you think now?
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2008/06/18 02:05:22
Subject: 2000pt Lizardman army attempt *First Timer*
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Sickening Carrion
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You need Tepok on the Jaguar hero - 6DD is crucial for 3 x 2 dice dispel...
Im not a huge fan of 2nd gen slaans, I would personally prefer a 4th Gen with an extra Scar veteran, but thats a personal thing, the list looks much better.
How do you feel about how it would play?
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2008/06/18 02:33:33
Subject: 2000pt Lizardman army attempt *First Timer*
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Fresh-Faced New User
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Yea oops thats supposed to be tepok not chotec i dont even like the chotec spawning.
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2008/06/19 23:22:44
Subject: 2000pt Lizardman army attempt *First Timer*
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Rampaging Chaos Russ Driver
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chameleon skinks are crap drop them, drop the swarm, as they do nothing and for god sakes drop a unit of kroxies and put your slaan in a unit of temple guard without that your slaan will bite it (he can't rn from combat forever).
more will come shortly
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[FONT="Times New Roman"]Those who fight monsters should take care that they never become one. For when you stand and look long into the abyss, the abyss also looks into you.[/FONT] |
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2008/06/20 05:03:32
Subject: 2000pt Lizardman army attempt *First Timer*
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Rampaging Chaos Russ Driver
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ok so now a more in depth summary of do's and don't of lizardmen.
don't use chameleon skinks. they are almost triple a regular skink, and have only more BS. for less points you could get 10 scouting skinks. that alone is far better as then you get more shots, thus more poisioned. the poisioned is the only reason you want skinks in the first place. thus more shots are better and any non poisioned shots are pretty much useless for you.
next the slaan doesn't need the bane head. take the divine plaque of protection as that ward WILL keep the slaan from dying and thus your army will stay afloat. just take him with the plaque of tepok, protection, and one scroll, that's enough for him besides BSB etc.
to boost his survivability you need to take the unit of temple guard at least 20 strong (ranking the unit up 6 by 4) with full command, maybe dropping the champion. WIthout them the slaan WILL die in most games in combat from anything flying, fast, or from any smart player. also anytime he doesn't die in combat he will be tied up for quite some time doing nothing more than being in combat.
drop the chameleon skinks, one unit of kroxigors, and the swarm plus points here and there to get that temple guard unit or expect to lose a lot!!!
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[FONT="Times New Roman"]Those who fight monsters should take care that they never become one. For when you stand and look long into the abyss, the abyss also looks into you.[/FONT] |
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2008/06/20 09:26:26
Subject: 2000pt Lizardman army attempt *First Timer*
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Sickening Carrion
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That is the single worst guide to lizardmen I have ever seen.
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2008/06/20 18:15:09
Subject: 2000pt Lizardman army attempt *First Timer*
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Fresh-Faced New User
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two very different opinions on play i see... im currently working on a List that i think is promising ill have it posted either today or tommorow
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2008/06/20 19:04:32
Subject: Re:2000pt Lizardman army attempt *First Timer*
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Long-Range Ultramarine Land Speeder Pilot
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Actually these two points of view are sort of common, both can work and both I've seen fail. Try out the one you think will work best/have the models for first and then you can always try the other and see which works best with your style of play and competeing armies in your area. In my area a lot of armies lack a decent amount of flying units so I can run the slann alone and just prioritize the one or two flyers as targets the frist round. Generally if you keep the slann deep on the first turn or in a forest no one is going to be able to fly at him and still get the charge. Meaning on your first turn, or second if you went first and failed to kill all the flyers, you get the chance to charge the flyer with other units or just blast the hell out of it at point blank range. Other than that your enemy has to have a lot of flyers or alot of cover and be very sneaky for a couple of turns for any of his flyers to get to your lone slann and depending on your spells your slann may destroy it in the first combat anyways. I've seen it done when people save the close combat spells they roll simply to cast it on the slann(thereby giving 3 strength 5 flaming attacks, or whatever, to the attendant who finishes off the flying creature).
So really either strat can be used and depends on your play style and the types of armies you generally face.
gl hf
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This message was edited 1 time. Last update was at 2008/06/20 19:05:55
DQ:80+S+++G+MB++I+Pw40k96#++D++A++/sWD-R++++T(T)DM+
Note: D+ can take over 12 hours of driving in Canada. It's no small task here.
GENERATION 5: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
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2008/06/20 22:55:36
Subject: 2000pt Lizardman army attempt *First Timer*
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Sickening Carrion
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Creating an 1100 vp unit that can be wiped out by 15 ghouls and a fighty character is never a good idea.
Not taking bane head is just dim.
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2008/06/21 07:04:43
Subject: 2000pt Lizardman army attempt *First Timer*
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Rampaging Chaos Russ Driver
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honestly will a Ld 8 Stubborn unit testing on 3D6 with a re-roll break often, no they will not, to boot they all have 2 S5 attacks.
having a slaan and not taking the temple guard or at least some saurus for him is a bad idea. saurus make the lizardmen as good as they are, skinks are yes the most amazing harassers in the game, but they cannot dish out or break enemy block troops nearly as well as a big block of saurus. an no the 15 gouls will not break the block, even the fighty vamp lord with them. lets say they have the charge. the saurus temple guard already have a combat res of 6 to the goul 4 at best (if the vamp is a BSB and has walking death or whatever it is now) thus the gouls and the vamp on the charge have to do at least 3 wounds with none done back to win the combat and then the temple guard still test on Ld 8 with 3D6 re-roll. prolly not gonna happen.
throw a scar vet in the unit too and the vamp will not win. the champion challenges him and he can do stuff there while the scar vet and temple guard wipe the gouls out. then the VC will be prolly losing that round of combat.
also that unit as just temple guard and the slaan runs more like 800-900pts not 1100 so check your math some there.
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[FONT="Times New Roman"]Those who fight monsters should take care that they never become one. For when you stand and look long into the abyss, the abyss also looks into you.[/FONT] |
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2008/06/21 07:59:04
Subject: 2000pt Lizardman army attempt *First Timer*
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Fresh-Faced New User
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Not defending but, 4th gen also gets you 200extra victory points for killing the slann
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2008/06/21 08:09:16
Subject: 2000pt Lizardman army attempt *First Timer*
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Fixture of Dakka
.................................... Searching for Iscandar
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Slaan is fine at 2nd gen. Bane head...what for? Dispel scrolls on the slaan? That's what skink shamans are for, give the Slaan more magic power.
Swarms suck.
Terradons are for killing 1 war machine crew then running off the table...if they do that.
Stegadons are horrible.
Chamo skinks are horrible.
I personally run 1 slaan, temple guard, banner of fear ignoring, and magic boosters for the slaan.
Bring a skink shaman, give him some speed and dispels.
I run 3xkrox and hide 'em behind the skinks.
I run 60 skinks in units of 10 ea.
The fire breathing bs units are fine for rare choices, so if you really wanna annoy your opponent bring those too.
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2008/06/21 08:43:09
Subject: 2000pt Lizardman army attempt *First Timer*
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Sickening Carrion
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@Bastirious666 - stubborn doesnt help against fear autobreak. So yes, they will, very easily.
I dont need to check my maths you do - I said VPs - can you not read? With the general bonus and standard, yes, it is infact 1100+ vp. Sigh.
@ Stelek. Scrolls + Bane Head is generally considered the best combination on the Slaan. You want the skink to carry the diadem, so that it shis dice which become dispel ones, not the Slaan, so someone has to carry scrolls The Bane Head is amazing against monsters and characters in general - double wounds mean they die twice as fast, for only 15 points.
Against a treeman, 1 flaming wound becomes 4
Chameleon skinks were nigh mandatory back in the day when every second person had brets or cav HE/Chaos. I suppose now that thos days are over they are less critical, but to dismiss them outright is just wrong.
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2008/06/21 14:51:30
Subject: 2000pt Lizardman army attempt *First Timer*
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Fixture of Dakka
.................................... Searching for Iscandar
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Bane head is being a jerk lol, that's not good for new players.
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2008/06/21 16:22:50
Subject: 2000pt Lizardman army attempt *First Timer*
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Mighty Chosen Warrior of Chaos
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well great, you have killed a power build, good on you, i'll be honest, it looks like one of the most boring armies to play against. If your going for the win and just like rolling dice then you have it. If you enjoy playing warhammer i cant see how you would enjoy using this list.
Basically this list has a major, your slaan is going to have to hide in order to survive and that skink priest is the first thing any player is going to take out to draw the slann out so they can kill it.
Anyways, just my thoughts looking at it from the other side of the table.
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2008/06/22 21:59:08
Subject: 2000pt Lizardman army attempt *First Timer*
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Fresh-Faced New User
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So, I believe this si what ill be going with
Slann Mage priest 445
4th gen/Bsb/Tepok/Dispel scroll x1
Bane/head
Skink Priest 100
Daidem/lvl 1/
Saurus Scar veteran 141
Jaguar/Gw/La/E. shield/Tepok
Skink Chief 115
CoF/Scout/Blowpipe/La/E. Shield
811
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Skink x 10 scout 070
Skink x 10 060
Skink x 10 060
Skink x 10 060
Skink x 10 060
Swarm x 01 060
Saurusx 16 Champion/musician 210
580
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Terradon x 4 140
Kroxigor x 3 174
Kroxigor x 3 174
488
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Salamander x 02 130
1999Pts
**Things subject to change**
Bane head may come out depending on the local gaming and if people are running huge point units or not
Swarm may come out for a dispell scroll and a few things but for now i like it for protecting my Slann from charges
The chief is likely to come out but at the momment he is my pet char.
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**The general idea**
Skink chief + the scout skinks will be used to take out a warmachine quick. after that the skinks will harass what they can while the chief breaks off to hunt mobile units/Flanking
The skinks themselves will progress forward covering my army units and shooting what they can before something inevitbly comes and makes them die
Kroxigors will engage blocks of troops
veteran will be used to hunt small troops/flank
Terradons will be for Hunting and harassment/march blocking of Units or to engage other fliers
Swarm protects the mage priests unit from charges/ties up a unit for up to 5turns
Mage priest will of course be throwing out as many spells as possible probably targetting something big and scary with the bane head
The salamanders will be used on big blocks of troops/encouraging the enemy not to march units up on one of the sides
Uhh i think thats it Tah.
======================
Thanks for your imputs
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This message was edited 1 time. Last update was at 2008/06/22 22:06:43
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