Centurion Cajun wrote:So, after much thinking I've decided to take the plunge into Fantasy and play Lizardmen. I've bought me the Battalion, a Saurus Oldblood, the Standard Bearer, and a Skink Priest. I'm looking to make an army that doesn't include a Slann. I just think they're a little too cheesy and horrifically expensive. Plus in the fluff they only get involved in the biggest battles.
My basic plan for the army at the moment is a force anchored by two strong regiments of Saurus Warriors, a regiment of Temple Guard, flanked by Cold One Riders and screened out front by Skink Skirmishers armed with blowpipes. I've looked at Stegadons and Razordons/Salamanders but I seem to like the idea of poison attack Skinks more.
So, any thoughts or advice would be most welcome.
So I hear the fact that you don't want to use a Slann. And I get that. But I urge you to reconsider, you're really gimping yourself.
Anyways, I've played lizardmen for ages, and they're all I play. I compete with them and everything at tournaments. I'm not the best, but I like to think I know lizards.
All the advice you're going to get depends on how many points you want in the army?
If you really want to go Slann-less, you have the points for an Engine of the Gods. Which is really really good depending on your meta. If you're meta is cannon-happy, maybe not. But basically he can drop a ward-save bubble over your army, as well as other tasty effects. And it's still a steg that hits hard in combat! Plus the powers can be used in combat too. You also don't want the cold one riders. They're pricey, and underperform. But you do want to get a box of them to use as solitary scar-vets on cold ones and use tone or two as cruise missiles to hunt down enemy skirmishers and war machines. The cruise missiles can also solo some units if you kit them out right.
Salamanders are really good, but people neglect razordons. They're good because when they're being charged, they stand and shoot with 2 artillery dice worth of shots per razordon. That's a LOT of shots. And they're not bad in combat either. The salamanders suffer from low strength on their breath weapon.
skink skirmishers are really good too simply to use as minimum size units of redirectors etc. Chameleon skinks are good too because of their ability to infiltrate and snipe warmachines on turn 1. Or just harass infantry, and it's wonderful because they can march and shoot.
If you're still deadset on being slann-less, get yourself a carnosaur, as it's a hell of an army centrepiece, and can tear things limb from limb if you kit it out right.
Stegs are okayish, but the ancients with the blowpipes are awesome, and the engine even better.
Any questions, you can pm me and I'd be happy to answer.