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8th edition 3000 point lizardmen heavy crotiques plz  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Stalwart Strike Squad Grey Knight






So i have been experimenting with some of the army lists and trying out some of the new equipment (will be posted) and i was thinking from statistics this should work well but i am new to lizardman (still play orcs as well) but preliminary checks seemed good so let all hell lose for comments no holding back

245 Saurus old blood w giants blade, enchanted shield, talisman of endurance, horned one
475 Slann mage preist w disciplines of the focus of mystery, focused rumination, higher state of consciousness,shield of the mirrored pool, ixti grubs, cupped hands of the old ones

318 24 saurus warriors w spears and full command
318 24 saurus warriors w spears and full command
318 24 saurus warriors w spears and full command
140 20 skink skirmishers
377 38 skinks, 3 kroxigors, w full command

353 18 temple guard w full command, the battles sounding, banner of the eternal flame

225 3 salamander hunting packs
225 3 salamander hunting packs

2994

So for this current army what I will do is for the first section of the army I will have all three units of saurus, the temple guard containing both of the lords and one of the salamander units, first off you will have what appears to be a trench line with a bubble then a flat the sides of the bubble and the flat will be saurus then the top but put slightly back will be the temple guard and units which with the edging of the sides will create a funnel so no unit larger then six wide will be able to attack my temple guard but fail there charge and be attacked. But where there is the flat in front of it given a holster by the saurus will be the salamanders who will jump to the side when were close to battle will flame opponents up and for the skink assault there will be the kroxigors and skirmishers side to side with each other but they will have the salamanders being like filler in the middle of them and expanding towards the skirmishers somewhat hiding to make sure there ot charged

also

1.Giantsblade-[60 pts] +3 Strength in close combat.
2.Bloodbath Sword - [60 pts] + 3 attacks (cheaper than equiv runes)
3.Obsidianblade - [50 pts] Wounds with this weapon ignore armour saves
4.Ogreblade - [40 pts] +2 Strength in close combat
5.Sword of Quarrel - [40 pts] Bearer gains 2 attacks (cheaper than equiv runes)
6.Duelling Blade- [35 pts] Weapon pair, bearer has weapon skill 10
7.Heroslayer - [30 pts] Bearer gains 1 attack and strength for every character model that is in base contact with him or his unit. Bonus is calculated at the beginning of every close combat
8.Spell-Steal Blade [25 pts]If a wizard his wounded with this sword, he will lose one random spell for each wound
9.The Battle's sounding - [20 pts] Bearer gains 1 attack (cheaper than equiv runes)
10.Sword Of might - [20 pts] +1 strength in close combat
11.Beserker Sword - [20 pts] Bearer gains frenzy and can never lose it
12.Golden seal sword - 15 pts] Attacks are done with initiative 10 (cheaper than equiv runes - imagine this on a Slayer character.... *dreams*)
13.Nimble Blade - [15 pts] Bonus of +1 to hit (cheaper than equiv runes - I am not at home at the moment, but I think this is SUBSTANTIALLY cheaper and yes, can't be combined, but hell i'd use our rune on it's own at this price!)
14.Tearing Blade -[10 pts] - Attacks are armour piercing (WAAAY to cheap on an ogre or minotaur character)
15.Relic sword - [10 pts] - Attacks with this sword wound always on 5+, or better if one would wound normally on a lower score. (I can see goblin and other lesser heroes making monster hunters out of this one... )
16.Screeching Blade - [10 pts] Bearer causes fear
17.Sword of Pain- [5 pts] - Monster or character that loses one or more wounds to this sword, will suffer from stupid
18.Krieger curse - [5 pts] - Monster or character that loses one or more wounds to this sword, will lose one attack (but will keep at least one attack)

Magic Armour
19. Armour of Destiny - [50 pts] Heavy armour, 4+ ward save
20. Rouge helm - [50 pts] +1 Armour Save, enemy has to re-roll successful wounds
21. Silver steel armour - [45 pts] Armour save 2+, can not be further improved (imagine combining this with pond stone)
22. Armour of fortune - [35 pts] Heavy armour, 5+ ward save
23. Helm of discord - [30 pts] +1 Armorsave, enemy character model has to pass a leadership test, if it fails, it can not attack and will be hit automatically
24. Glittering scale armour - [25 pts] - Light armour, -1 to hit in close combat. (combine with the item that does -1 to hit and only 6s will usually hit you)
25. Shield of Ptolos - [25 pts] Buckler, 1+ armour save against missile attacks
26. Spell shield - [20 pts] Buckler, bearer gains magic resistance (1)
27. Armour of the lucky adventurer [20 pts] Heavy armour, 6+ ward save
28. Dragonhelm - [10 pts] Armour save is better by 1, 2+ ward save against fire attacks
29. Enchanted Shield - [5 pts] Buckler, Armour save is better by 2 (same price as a rune of stone for +2 armour!! (so gromril armour saves for every army it seems (yes I know they can only use one))
30. Luck-bringer shield - [5 pts]Buckler, only one use, first hit will be ignored by 2+

Talismans
31. Talisman of preservation - [45 pts] Bearer gains 4+ ward save
32. Large Obsidian amulet -[45 pts] Bearer gains magic resistance (3)
33. Talisman of endurance - [30 pts] Bearer gains 5+ ward save
34. Obsidian Amulet - [30 pts] Bearer gains magic resistance (2)
35. Pond stone - [25 pts] Bearer re-rolls missed armour saves
36. Opal Amulet- [15 pts] Only one use, 4+ ward save against first wound
37. Obsidian pendant - [15 pts] Bearer gains magic resistance (1)
38. Talisman of protection - [15 pts] Bearer gains ward save 6+
39. Seeds of rebirth - [10 pts] Bearer gains 6+ regeneration
40. Dragoncurse stone - [5 pts] Bearer gains 2+ ward save against fire attacks
41. Something about flying - [5 pts] Bearer gain 5+ ward save against models with the “flying” rule.
42. Stone of Good Luck - [5 pts]- Only one use, Bearer can re-roll one missed armour save

Magic Standard
43. Standard of bloodlust - [55 pts] Unit can re-roll attacks
44. Howling standard [50 pts] Unit causes 'horror' (Not sure if he meant fear or terror)
45. Ranger's banner - [50 pts] Unit gains “terrain knowledge???”(Maybe something along the strider rumors we heard?)
46. Standard blade - [45 pts] Unit gains armour piercing (Ouch, can you imagine this on skaven plague monks or something like it... say goodbye to Ironbreakers!!)(even worse 20 high elf archers killing you before you touch them)
47. War banner - [35 pts] +1 Combat Resolution
48. The rushing banner -[15 pts] +1 on movement range
49. Bone standard - [15 pts] Magic resistance (1)
50. Standad of Disciple - [15 pts] +1 on leadership, but can not use the generals leadership
51. Banner of the eternal flame [10 pts] Unit causes fire attacks
52. Radiant flag [5 pts] Only one use, unit can re-roll first failed leadership test
53. Scarecrow banner - [5 pts] Unit causes fear on all units with “flying”

Enchanted Items
68. Wizards Hat - [100 pts], Level 2 mage, random magic lore, stupid
69. Pocket-watchtower - [100 pts] When both armies have placed their terrain and troops, you can place a watchtower. Rules are in the rules book (imagine Dark elf crossbowman in this)
70. Arabic rug/Magic Carpet - [50 pts] Infantry and monstrous infantry gain flying, cannot join units (flying Ogre Tyrant... my god))
71. Crown of command - [35 pts] Bearer is Stubborn
72. Healing Potion - [35 pts] Only one use, gain D6 lost wounds. (Damn this would be nice.... but to halp make my point, this item obviously has a LOT more value to a model with 6+ wounds than a character with 3 (even though you could roll a 1 in every game, the chance is still there))

73. Winged Curse ring - [35 pts] Flying creatures and their riders have to re-roll successful hits against bearer/unit
74. Rubyring of destruction - [25 pts] Bound spell (energy level 3) Fireball
75. The mask of Horror - [25 pts] Bearer causes horror. Other units are not allowed to use his leadership
76. Potion of Stregth - [20 pts] Only one use, +3 strength(thought it was d3?)
77. Potion of Toughness - [20 pts] Only one use, +3 toughness (same as above)
78. The other rouge shard [15 pts] All models in base contact (friend and foe) need to re-roll successful saves
79. Curse Icon -[5 pts] 6+ ward against war machines
80. Potion of recklessness - [5 pts] Only one use, Immute to Psychology and killing blow.(Guessing its for one turn or one round of combat?)

This message was edited 1 time. Last update was at 2010/07/17 05:57:57


strike quick and fast destroy your enemie before they know they are even fighting
da iron bootz (2500)
theres not a en skaven symbol (3000)
the angels of death (2500) (ard boyz semi finalist)
assasins of the night grey knights (2500 
   
 
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