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![[Post New]](/s/i/i.gif) 2013/08/03 21:39:58
Subject: New Lizardmen fun @ 2500
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Regular Dakkanaut
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Slann Mage Priest - 480
-Save Dispel Dice for PD, Add/Subtract 1 on Miscast Table, Reroll first dispel attempt, Adds 2 dice for channeling and Knows the 8 signature spells
-BsB, Dispel Scroll
Scar-Vet w. Carnosaur, Light Armor, Shield, Spear - 312
Scar-Vet w. Carnosaur, Light armor, Shield, Spear - 312
35x Saurus w. Spears and FC - 415
10x Skinks w. Blowpipes - 70
10x Skinks w. Blowpipes - 70
10x Skinks w. Blowpipes - 70
26x Temple Guard w. FC - 394
5x Chameleon Skinks - 65
5x Chameleon Skinks - 65
3x Rippers - 120
3x Rippers - 120
2493
Looks like fun. I see the saurus and temple guard working in tandem in the center. I have quite a bit of chaff with the skinks and the rippers. the rippers can assassinate characters in toad units after clearing warmachines if the cham skinks haven't already handled it.
I think the dual scar vets on carnosaurs is a fun but effective choice. Sure they'll get shot but it'll mean my blocks getting into the enemy unscathed. But they might not shoot the carnosaurs when rippers and cham skinks are poised to charge!
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![[Post New]](/s/i/i.gif) 2013/08/03 22:29:35
Subject: New Lizardmen fun @ 2500
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Stabbin' Skarboy
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I'm guessing you run those saurus 7 wide by 5 deep,
but what formation are your temple guard in at 26 strong? Do they surround the slann in some way?
id also like to convert some Chameleon Skinks, do they work well in such small numbers? Sorry im a noob to whfb!
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This message was edited 1 time. Last update was at 2013/08/03 22:31:15
3500pts 1500pts 2500pts 4500pts 3500pts 2000pts 2000pts plus several small AOS armies |
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![[Post New]](/s/i/i.gif) 2013/08/04 04:45:10
Subject: New Lizardmen fun @ 2500
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Humming Great Unclean One of Nurgle
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I assume the temple guard are 6x5
Do the carnosaurs have swiftstride?
Extra 2 dice for channeling is terrible for the points you pay.
Drop the extra 2 for channeling, get charmed shield on one scar-vet, ironcurse icon on another. Or buy swiftstride if they don't have it.
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Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page
I chose an avatar I feel best represents the quality of my post history.
I try to view Warhammer as more of a toolbox with examples than fully complete games. |
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![[Post New]](/s/i/i.gif) 2013/08/04 18:22:19
Subject: New Lizardmen fun @ 2500
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Regular Dakkanaut
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NinthMusketeer wrote:I assume the temple guard are 6x5
Do the carnosaurs have swiftstride?
Extra 2 dice for channeling is terrible for the points you pay.
Drop the extra 2 for channeling, get charmed shield on one scar-vet, ironcurse icon on another. Or buy swiftstride if they don't have it.
Those builds are exactly 624 for the hero selection. So they cannot get any more upgrades unfortunately.
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![[Post New]](/s/i/i.gif) 2013/08/04 18:29:54
Subject: Re:New Lizardmen fun @ 2500
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Cold-Blooded Saurus Warrior
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When you drop the mundane shield for the Enchanted shield, you would reclaim just enough points with the extra point left over in the Hero choices. So you could get the Enchanted Shield, but not the Ironcurse Icon.
I agree on the extra two channeling dice unless you can take the channeling staff (channel on a 5+). Unfortunately that would force you to lose the scroll.
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This message was edited 1 time. Last update was at 2013/08/04 18:31:41
I suggest you don't believe anything posted by thedarkavenger unless confirmed by other regular posters here at Dakka. He has shown he is incapable of basic English comprehension.
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![[Post New]](/s/i/i.gif) 2013/08/05 00:00:56
Subject: New Lizardmen fun @ 2500
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Humming Great Unclean One of Nurgle
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Ack, math fail. I was thinking 650 max instead of 625 max.
Regardless, I would drop the extra channeling dice, and (though this comes down to preference a bit) getting loremaster of high magic may put you in a better spot than having the eight signatures. It comes down to the lizardmen lore attribute, allowing you to drop spells after casting them and roll new ones, which can be from any lore in the brb. Thus, you cast your direct damage/magic missile spells before everyone is in combat, then swap out for hexes and augments to cast in subsequent turns.
Its not incredibly reliable as you still have to cast the spells, but it can give you the best of both worlds if it goes well.
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Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page
I chose an avatar I feel best represents the quality of my post history.
I try to view Warhammer as more of a toolbox with examples than fully complete games. |
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