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Made in us
Fresh-Faced New User




Heroes
-----------------

* General: Saurus Scar-Veteran with Sword of Strife, Venom of the Firefly Frog, Light Armour, Shield = 143 pts

* Skink Priest (Lore of Heavens/Lvl 1) with a Dispell Scroll = 90 pts

Core
-----------------

34 Saurus Warriors with Standard Bearer/Musician (Scar-Vet will go here) - 392 pts

10 Skink Skirmishers with Blowpipe/Hand Weapon = 70 pts

10 Skink Skirmishers with Blowpipe/Hand Weapon = 70 pts

Special
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* 5 Saurus Calvary with Standard Bearer (enchanted banner)/Musician and Jaguar Standard

Rare
---------------

none
-----------------------------------------------------------

Points Total: 995 pts

* I made the Saurus Scar-Veteran extra killy, his Sword of Strife gives him +2 attacks and his Firefly Frog Venom makes his attacks poisoned as well as magical (if they were already poisoned, he could re-roll misses).

* The Skink Priest is there to help out during the magic phase.

* The Saurus Calvary are there for flank attacks, annoyance and basically a maneuverable meat shield against something I wouldn't want charging into my other units. Their Jaguar Standard lets them roll an extra D6 to their pursuit rolls which will make chasing down broken units a little easier. I was torn between this and the Flaming Banner which gives flaming attacks.

Anyways, here's my 1k point Lizardmen list, tell me what you think, what I should take into consideration, and what I should look at changing. Also. I'm still pretty new to the whole wargaming experience (I have yet to actually play a game, all I've managed to do so far is build lists and think about the units/paint) wrapping my around the armor saves. My Saurus Scar-Vet for example has a shield and light armor which gives him a 5+ armor save. He also has scaly skin which gives him a 5+ save. So, does this mean he has an armor save of 5++ or 4+? OR, am I over thinking this, thus making this more confusing for myself. If someone could explain this to me, that would be awesome!



   
Made in nl
Raging Ravener





Rijswijk, Netherlands

It's a very competative list, but I don't like the Scar-Vet. If you run him in the unit Warriors you're putting over half of your army in one place, with a movement of 4. I would give up some warriors and put the Scar Veteran on a cold-one, so you can run him alone with a 1+ save, or run him with the cold ones to make your hammer even hammier.

If you find the points you could make the Priest a lvl2 (It's worth it) and you could consider plaque of Tepok instead of the scroll, because 3 spells on a 115 pts mage is almost too good to ignore in small battles.

Also: Venom of the Firefly gives poison only to mundane weapons, so you can save another 10 pts there.

edit: And your Scar Veteran has 3+ for his Armour Save (5+ starting point, +1 for the shield, +1 for the light armour), on a Cold one that's 1+ (5+ scaly, +1 shield, +1 light armour, +2 Cold one)

This message was edited 1 time. Last update was at 2012/08/19 20:02:43


 
   
Made in gb
Fresh-Faced New User




I think you should put the Scar vet into the cold one riders, swap one of the units of skinks for cameleon skinks and get the priest up to level 2.

Probably lose a few saurus warriors, I think 34 is a little on the big side for this size game.
   
 
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