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![[Post New]](/s/i/i.gif) 2009/11/28 22:50:36
Subject: Lizards 2000 Saurus Heavy
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Tail-spinning Tomb Blade Pilot
Phoenix, Arizona
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After playing 2 games today and pulling off a big win and a draw I decided I liked how the list played but I wanted to improve it. So here is a new list with a few tweaks, but i am not sure which direction to go. Hero Oldblood, Carnosaur, Maiming Shield, Scimatar of the Sun, LA 445 Skarvet Bsb, CO, Burning Blade, LA, Shield, 158 Priest, Diadem of Power, Scroll 115 Core: 3x12 units of Saurus w/ spears, standards, musicians 162 each 12 Saurus spears, Standard 156 10 Skink cohorts 50 10 Skink skirmishers 70 10 Skink skirmishers 70 Special 6 Cold One Cav 210 3 Terradons 90 Rare Salamander 75 Salamander 75 I found that my big 18+ unit never made it into contact because people just threw things in front of it and ran away, so i decided to take the points, as well as a few points from my BSB and upgrade the units with musicians as well as add a Cold One Rider. OR I can do a similar thing but have 5 saurus of 12 with no command, no cohorts, and 5 Cold One Cav.
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This message was edited 1 time. Last update was at 2009/11/28 22:53:26
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![[Post New]](/s/i/i.gif) 2009/11/29 09:10:55
Subject: Lizards 2000 Saurus Heavy
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Longtime Dakkanaut
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The only concern I have about this list is killing Monsters. I don't know if you played against any Monsters in one of your recent games, but if you did, how did you handle them? Did you just throw the Skinks in front of it (if it wasn't a flying Monster)? If you are having problems with Monsters, I would advise you to give your Oldblood the Blade of Realities. This way it will really become a Monster killer (Carnosaur has attacks at S7 that do D3 wounds and the Oldblood has a chance to instantly remove the Monster from the field). If your Scar Veteran is going to join the Cold One Cavalry (and I think he is), then you should probably drop one of the Cold Ones, as you'll find that often only 6 will be able to strike in close combat. Also, and I don't know if you were already aware of this, but your Skink Priest is only a level 1 Wizard and can therefore only store 1 Power Dice in the Diadem of Power to use as a Dispel Dice in your opponents Magic Phase. The Diadem of Power reads: 'The Wizard may save up to two of his own unused power dice...'
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This message was edited 1 time. Last update was at 2009/11/29 09:11:05
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![[Post New]](/s/i/i.gif) 2009/11/29 11:19:28
Subject: Lizards 2000 Saurus Heavy
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Tail-spinning Tomb Blade Pilot
Phoenix, Arizona
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I did not go against any monsters (played O&G and empire) unless the popmobile counts as one and that thing i had not come across before and did not understand how deadly it was (darn thing is tough, but twelve saurus held it up for 3-4 rounds of combat). But yes the carnosaur would be the only thing really able to hurt them. To be honest i was going to try and hope that the 8 s5 attacks hitting on 3s and the 4 s7 attacks doing d3 wounds would be enough, but the change over is 1 point which i think i can find easily enough. Against other monsters with my list, i think skinks are the way to go. 2 units firing at large targets will cause almost 7 wounds that need to be saved, so against hydras it might cause a wound, BTs maybe 2 wounds, giants are dead, Hellpit abominations 3-4 wounds. Of course the skinks will then need to flee but thats ok and I would try to position it so that they flee away from the rest of my army. My ScarVet was actually going in the middle of my battle line to make it almost impossible to move unless i thought that i really didn't need the help there. But i agree 6 is the sweet spot for 25mm frontages (plus its not impossible to wheel) I did not know that about my skink priest! And no one saw fit to correct me even though the empire guy plays lizardmen as well... well then that makes it a bit different. So i need to boost him to a lvl 2, or i need to take a scroll instead. Maybe drop the CO and make him lvl 2 then. That way the BSB can join any of the 4 saurus, or CO squad depending on where he is needed.
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This message was edited 1 time. Last update was at 2009/11/29 11:20:50
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![[Post New]](/s/i/i.gif) 2009/11/29 11:25:33
Subject: Lizards 2000 Saurus Heavy
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Horrific Hive Tyrant
London (work) / Pompey (live, from time to time)
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To be honest here, you shouldnt have to throw an expensive character (or your general) anywhere near monsters.
Thats what skinks are there to kill.
So really, the more MSU skink units you have the better.
The old on carno should just sit with the cav. and charge large infantry blocks (flank) as they will end up removing one each turn
If you do want a slightly harder hitting unit thats still a saurus block have you thought about temple guards?
The halberds give a nice boost against monsters, while HW + S mean they can drop back on the defensive if needed.
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Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor. |
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![[Post New]](/s/i/i.gif) 2009/11/29 12:24:09
Subject: Lizards 2000 Saurus Heavy
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Tail-spinning Tomb Blade Pilot
Phoenix, Arizona
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I do like skinks, they are useful for so many things, including sacrificing themselves for the great glory of their army as well as killing a few random blokes. Yeah that is how i used that carnosaur last couple of games and he was able to mow through them pretty quickly, even when the champion challenged i was able to generate 6 CR and make them run (d3 wounds is very handy on the carnosaur). First game he ran into the flank of 30 Boyz and a warboss and ran them over, then hit another 30 with BSB who fled and rolled a pathetic 4 inches and died. It was great. In my last game he charged a unit of 25 swordsmen with bsb in the front (wanted to see how he would do, and detachment was out of range because how i charged, but i then was not in range of his bsb, stupid move on my part). He challenged me and i got max overkill, so lost by a musician. Next 3 turns i was killing about 5-6 a turn and loosing by a musician or 1 every turn, but with my bsb nearby i was not going anywhere. Eventually he flanked charged with knights but at that point i had killed everything but 5 swordsmen and the BSB. I loose first round of combat but kill every swordsmen but bsb, and kill a knight or two, manage to hold because my bsb. Next turn he challenges, i get 2 wounds and max overkill for 7 cr, chase and kill his knights, but land an inch short of killing some more swordsmen in the flank. Anyways so far the Carnosaur has proven very competent. Temple guard, the reason i have so far opted not to take them is that i am paying 5 points for +1ws, +1save and halbards. I am not sure its worth it without a slann to give them stubborn. As a unit they cost 51 more points with musician and standard than my normal saurus unit, which is a whole skink unit. Do you think they are worth the cost, and how would you fit them in given that i need to find 86 points (lvl 2 + 51) or 87 for blade of Realities
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This message was edited 1 time. Last update was at 2009/11/29 12:26:03
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![[Post New]](/s/i/i.gif) 2009/11/29 12:44:14
Subject: Lizards 2000 Saurus Heavy
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Twisted Trueborn with Blaster
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Saurus units of 12 won't last long.
Boost them up, maybe throw the Skink Cohort as I don't see any way that they would be useful (expect for robbing ranks)
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Win/Draw/Lost statics
Space Orks: 11/1/1
Space Marines: 10/2/5
Lizardmen: 8/2/3
High Elves: 13/2/2 and one tournament victory!
Dark Eldar: 1/0/0 |
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![[Post New]](/s/i/i.gif) 2009/11/29 14:47:20
Subject: Lizards 2000 Saurus Heavy
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Tail-spinning Tomb Blade Pilot
Phoenix, Arizona
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the cohorts so far have not managed to do much, but i would somewhat disagree about your statement about the units of 12, they have done pretty well at just sitting there and pounding away at units. The best thing about them is with cold blooded and possibly a re-roll they just do not run away. I used to have a unit of 16 (plus bsb) but they just never got into combat because they were just fed cheap units, or he kept fleeing and rallying. I thought more multiple units would help me with that. If i drop the cohorts then i can add 4 saurus. Also i really want to find the points to have 3 skirmishing skink units, they just have been so useful for march blocking, fleeing, and shooting their pesky march blockers. To do that though i need to drop 2 units down to no command (or 1 has musician) and 2 to Standard and Musician. It does give me points to add an extra skink though to my salamander units. So far i think the advice is: 1)change priests (i think lvl 2 is better) 2)drop 1 CO, and possibly put BSB in there 3)Get more skink skirmishers 4)Drop cohorts 5)Bulk up saurus 6)Possibly go w/ Blade of Realities especially to tournaments with lots of monsters 7)Temple Guard I think that if i do 1 i will do 2, but if i put in the bsb then i have to do 5 or 7, which implies for the points i need to do 4 and ignore 3. 6 is up to me at the game. Follow me lol If i do 1 and 2 decided to keep bsb where he is, then I would do 4, 3 and again choose 6 if i want to really. (roll the dice before the game lol)
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This message was edited 4 times. Last update was at 2009/11/29 22:01:47
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