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Here is the Lizardmen list I'm planning on building - the seventh draft - and I'm pretty pleased with it. The points total is 2008, which is the closest I could get to 2000 points. I'm still magnificently inexperienced - I am in the process of building my Battalion Box - and I'm totally open to all manner of questions and comments.
The List
Lord Slann Mage-Priest (General & BSB) w/Power Stone, Staff of Sorcery, Sun Standard of Chotec
Heroes Saurus Scar-Veteran w/Burning Blade of Chotec, Hand Weapon, Light Armor
Saurus Scar-Veteran w/Biting Blade, Hand Weapon, Horned One Mount, Light Armor, Shield
Skink Priest (Level 2) w/Dispel Scroll, Hand Weapon, Talisman of Protection
Special 8 Cold One Cavalry w/Hand Weapons, Shields, Spears (Full Command & Huanchi's Blessed Totem)
14 Temple Guard w/Halberds, Hand Weapons, Light Armor, Shields (Full Command & Burning Blade of Chotec)
Notes
Deployment The Slann deploys with the Temple Guard (obviously), the Scar-Vet on foot deploys with the Saurus, and the mounted Scar-Vet deploys with the Cold Ones. The Skink Priest deploys with whichever foot unit ends up furthest from the Slann.
Tactics The Skirmishers are meant to screen my main combat units (Saurus and Temple Guard) and give them time to march into battle. The Cold Ones ride up the flank, and if my opponent decides to actually engage the Skinks his troops will end up trapped between Cold Ones and whatever the Skinks are screening.
+ Staff of sorcery & powerstone are both arcane items, so one or the other. You should also look into the various slann power things (I think you get one free? Loremaster or rumination at the very least ), and you could do better on his gear anyway. Why not attach the sun standard to the TG themselves? Might be closing in on 500 points, dunno. What lore you running?
+ You've currently got two burning blades of chotec, gotta ditch one of them.
+ I'd probably keep the one on the foot vet, and consider giving him dragonhelm + shield as well (2+ armor w00t). Speaking of his spear saurus, you're running them 7-wide, right?
+ Gotta be tastier weapons for your cold one vet than a biting blade, maybe an ASF sword or something? I'd probably go with a great weapon and a dawnstone myself, screw the shield and embrace 2+ rerollable.
+ If you need points, the 6+ ward on the skink isn't that useful, nor are the skink braves. EDIT You're using the braves to make min core, aren't you? Nevermind then.
Anyway, hope those help. And if you're interested, I took my chainfist to a list and carved it down with the above ...
9 Cold One Cavalry - huanchi's, full command = 355 16 Temple Guard - sun standard of chotec, full command = 331 --------- 2000
Evened out the TG (5x4 with the toad in there) and the cold ones (5x2 with scarvet), and then as noted spears are intended to march 7x3 with their scarvet.
- Salvage
This message was edited 7 times. Last update was at 2011/12/16 03:16:25
That is really helpful. You managed to focus my list without losing the spirit of it. I'll throw that into my spreadsheet and tweak it a bit, but you did it. Thanks! If you lived in the Bay Area, I'd show my appreciation by fighting you when I finish building the list. As it is, we'll have to make do with words.
Without going in depth over all your choices, I'll give you general list building advice.
Firstly, since you are taking a slann as your bsb, the two scar vets are kinda pointless. All they do is add attacks and their points would be better spent on adding more bodies to your units.
Secondly, 8 points over and it isn't legal. If you have to, drop 2 skinks or a saurus or the talisman on the priest. Lists are never allowed over the points agreement especially when it's the full value of a troop.
Lastly, I'd trade one unit of skinks for more saurus. Skinks die far too quickly to be taking a lot of them.
"Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! ... It’s become the promotions department of a toy company." -- Rick Priestly
So, here's a question: why not make the large skink unit regular skinks and have them act as outflankers/escort for the Skink Priest? I could field 13 of them with full command (two rows of 7 with the priest) or 17 without (with the priest: two rows of 9, or three rows of five with a few extras).
I played a game yesterday with the list I posted above. I lost (unsurprisingly), though I think I made a good showing. Here are my conclusions (in no particular order):
* The mounted scar-vet with great weapon really paid off. His high number of high strength attacks turned him into a great character killer seated in a hard-hitting and tough-as-nails unit. Definitely a keeper.
* The foot vet did not do much to help his unit of saurus, who folded doing much damage to the enemy. I don't think he was worth his points. A larger unit of Saurus, capable of staying in the fight for longer, would be much better.
* I need to either play more aggressively with my Slaan and his entourage, or find some way to make them cheaper, or both. I had a lot of points sitting in my backfield the entire game.
* I think the skinks were worth it, but I'm not certain. They didn't work as charge re-direction, but that's mostly my fault. Their poisoned ranged attacks were deadly, and focused fire from two units managed to seriously whittle down a large unit of orc arrer boyz. I want to use them again and see what happens.
Here is the modified list I will try next time I play (also 2k):
Lords Slaan (General & BSB) w/Staff of Sorcery, Loremaster, +1d to all spells
Heroes Saurus Scar-Veteran w/Cold One, Dawnstone, Great Weapon, Light Armor, Venom of the Firefly Frog
Skink Priest (Level 2) w/Dispel Scroll
Special 10 Cold One Cavalry (Full Command w/Huanchi's Blessed Totem)
14 Temple Guard (Full Command - Sun Standard of Chotec)
I need to start thinking about how to expand this list to 2500 points, which is the most common game size in my area. I kind of want to add some kind of stegadon (ancient w/Engine of the Gods, perhaps?) and some salamanders, but I'm not sure yet.
I wouldn't take Cold One if I were you. I field Lizardmen and I know from experience, and common consensus that they are pretty bad now. I can't see myself ever fielding them.
I kinda like what your doing with the Temple Gaurd, (minimum Temple Gaurd, Sun Standard, have um stay in the back) But if you want to field a low amount of Temple Gaurd you may as well just give the Slann ethereal instead of the est. 300 your spending on Temple Gaurd protection. But perhaps I'm wrong. I don't use the ethereal myself so I wouldn't know how big of a problem templates and magic missiles would turn out to be. I guess it really depends on if your opponent is fielding a magic heavy army.
I wouldn't use spears if I were you, your spending 30 points and your parry saves for an extra row of attacks, which isn't a lot.
I don't think spending 6 points for a brave is a very good idea. You could spend a single more point and get another one instead.
I'm not a Scar-Vet/Old Blood man myself, but you may consider getting a horned one, and getting rid of the Dawnstone (only armor saves, and armor saves due to there loss from high strength attacks arn't THAT valuable).
Salamanders are a really solid unit, and make great unit busters.
What army are you playing against, or do you go up against a multitude of people?
This message was edited 7 times. Last update was at 2012/01/02 01:20:21
The Restrictions I Put On My Tallarn Lists:
- Missile Launchers are the only HW teams allowed in Infantry Squads.
- All units able to take the FW Desert Raider special rule, must take it in lists of 750 points or more.
- 1 unit of 10 Rough Riders is required for lists of 1000 points or more.
- 2 units of Mukaali Rough Riders are required for lists of 1000 points or more.
- No vehicles besides Chimera Armoured Transports and Hydra Flak Tank Batteries are allowed.
- Al'Rahem is required in lists of 1000 points or more.