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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ Well as the thread name suggest I have taken a big step into a new world of gaming. Trying to throw together my first army and I want some honest thoughts on it. I am hoping to bait with the cav run away and rally back the next turn for the charge while the block infantry waddle up. I think this is either going to be a home run or a huge mess based on a few things. Any pointers?<br /> <br /> Ancient Scar-Leader Kroq-Gar<br /> <br /> Core:<br /> <br /> 2x Units Saurus Heavy Cav -eight in each, musician might split it to 3 units of 5<br /> <br /> 3x Jungle swarm bases<br /> <br /> Special:<br /> <br /> 2x Units Saurus Warriors, 16 in each. Standards and champs.<br /> <br /> Rare:<br /> <br /> 1x Steggadon<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 23 Feb 2008 13:43:38]]> GMT</pubDate>
				<author><![CDATA[ fearengineer]]></author>
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				<title>Re:First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ <b>Ancient Scar-Leader Kroq-Gar </b><br /> <br /> as good as he is, taking an oldblood with carnisaur would be better. there are alot of options you can take with this. rank and file killer, character nuker, etc. overall the oldblood beats out kroq gar <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.<br /> <br /> Core: <br /> <br /> <b>2x Units Saurus Heavy Cav -eight in each, musician might split it to 3 units of 5 </b><br /> <br /> these will be moved to special, not a problem. i run 2 units, but not till i hit the 4000 point mark. take one to start, make it a 6 wide unit with full command and the banner of huanchi. this way you can get a really nice charge. the trick is to not charge in the charges phae, but to rush up 18 then blow off the banner in the magic phase, getting that charge is sweet. saurus riders are really great on the charge. 11 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 attacks is preyy awesome. <br /> <br /> <b>3x Jungle swarm bases </b><br /> <br /> garbage. the new crumble rule makes swarms even wrse then useless, use these as paperweights or throw them at someone you dont like.<br /> <br /> Special: <br /> <br /> <b>2x Units Saurus Warriors, 16 in each. Standards and champs.</b> <br /> <br /> bump up to 20 with full commands. you want a 5 wide frontage to get the rank bonuses. take the <span class="glossaryitem" onmouseover='gp(59);'>HW</span> and shield option always. use sacred spawning in higher poinsts, usually tepok to get extra dispel dice if your running an assault bsed <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. fat frogs can take the magic phase on his own mostly. if you dont run the slann, you need some scared spawning support from the units who can take them.<br /> <br /> Rare: <br /> <br /> <b>1x Steggadon </b><br /> <br /> great to run with the carni lord. the low <span class="glossaryitem" onmouseover='gp(82);'>ld</span>. is an issue for the stegie though. yeah he is stubbron, but still its ld5 on 3 dice, not to great. i would recommend salamanders at start as your first rare choice. 3 sallies and crew run you alot less then the steggie, and will do alot ore dmamage if used right. dont forget that sallies cause fear, and arn't horrible in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. when the choice comes to shoot or charge, shooting is sually the option, but dont forget that they arny bad in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> as well.<br /> <br /> i hope i helped you in some way. welcome to lizardmen, it was my first army when i started playing <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>, and now im nearing 6000 points of the buggers. here is a list i made on the spot, basing it on what you have and what i suggested:<br /> <br /> 2000 point lizardmen<br /> <br /> <b>Oldblood on carnosaur W/ <span class="glossaryitem" onmouseover='gp(221);'>SS</span> Itzl, <span class="glossaryitem" onmouseover='gp(221);'>SS</span> Old Ones <span class="glossaryitem" onmouseover='gp(221);'>SS</span> Sotek, Light armor, Scimitar of sun Replescent, Enhcnated shiled, glyph necklace.</b><br /> <br /> this is your basic oldblood on a carnosaur. note that he will have 8 strenght 5 attacks on the charge, that does not include the dino. this si a rank and file killer, but wont do to shabby against anything else as well. if your playing heavy armor or something, i would take the blessed blade of tzunki for the <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 "powerweapon" instead, switching out his ward save or something. notice i took sacred spawning of sotek, this is for the extra attack on the charge, mark of the old ones gives your re-rolls, save those for your armor and ward saves. your armor is solid, and you have a 5+ ward, dont forget your re-rolls!<br /> <br /> <b>Saurus Scar Vet W/ <span class="glossaryitem" onmouseover='gp(221);'>SS</span> quetzl <span class="glossaryitem" onmouseover='gp(221);'>SS</span> sotek, great weapon, light armor, shield, Talisman of protection and Jaguar charm</b><br /> <br /> this is a textbook JSOD ( jaguar saurus of doom) sotek gives him the extra attack, questzl a lil more armor. jaguar charm is a lixzardmen staple, give the character a movment of 9. use this guy in conjuction with your saurus cav and or carno lord for combined charged. if you manage a flank chare with this bugger and a front charge with either of the other 2 fast units, the combat is almost guaranteed t go in your favor. remember, this guy roams alone, being he is US 1 (unit strength) units firing at him take an additional -1 to hit him, helps a lil. he also has a 6+ wardsave, just in case.<br /> <br /> <b>Skink Priest W/ Dispel Scroll x2</b><br /> <br /> scroll caddy. with little magic defense, you need this guy around, keep him HIDDEN, use the scrolls to stop only the most destructive spells.<br /> <br /> <b>20 saurus warriors, <span class="glossaryitem" onmouseover='gp(59);'>HW</span> and shield, <span class="glossaryitem" onmouseover='gp(221);'>SS</span> of tepok<br /> 20 saurus warriors, <span class="glossaryitem" onmouseover='gp(59);'>HW</span> and shield<br /> 13 skinks, pipes, scout<br /> 13 skinks, pipes, scout</b><br /> <br /> this is your core section. the saurus blocks are solid, one has the <span class="glossaryitem" onmouseover='gp(221);'>SS</span> of tepok to add a dispel dice to your pool, giving you 4 total, which isnt great, but its something.<br /> <br /> the skinks are there to harass flanks, weak armor and such. dont be afraid to sacrifice them for a big hit from your lords if you can, alos make sure you use them to bait and switch, skinks are great for fleeing and catching chargers half way, leaving enemies open for charges from your characters and possibly the saurus blocks. <br /> <br /> <b>5 saurus cav, full command, Huanchi's blessed totem</b><br /> <br /> hammer unit. i usually run korxigors in my special slots at low points, but if you wan tthese, they arnt to shabby. use the totem like i sad above, you should have no problem getting a charge off. be careful who you cahrge into, you dont have alot of static CD (combat resolution) so you just cant go into a 20 block of clanrats with some support. the trick is to get that combined charge with either the lord or the JSOD. this unit can handle a smaller unit alone, a weaked one, or something like that, but not a fully blocked 20 squad of stuff, especially if its packing a full commnd.<br /> <br /> <b>3 salamanders and crew</b><br /> <br /> ah, my babies. i do love me some salamanders. these guys make the game for me alot. they can move and shoot, but not MARCH and shoot, so even though the range of 15 is short, its actually 21 inches of death. possibly 30 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 3 shots can come out of this unit, destroying ranked units, ticking off everything else. even though its <span class="glossaryitem" onmouseover='gp(123);'>str</span> 3, it does make saves at -1 for some reason. great against almost anything out there i think. these are ou best rare choice by a long shot.<br /> <br /> ENJOY!]]></description>
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				<pubDate><![CDATA[Sat, 23 Feb 2008 15:33:39]]> GMT</pubDate>
				<author><![CDATA[ studderingdave]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ That was substantially more input than I had expected and thank you for that.  But my concern with the salamanders over the steggy would leave me unable to hit value targets at range that I might want to avoid. Such as my friends slave giant or softening up a nasty unit of some type. (I played with my friends dwarfs a few times against his ogres and I don't want to get near that thing) I am not sure what the "crumble" rule is with the swarms if you would care to enlighten. <br /> <br /> As for money restrictions for the army there really aren't any, I am just about done with a year overseas so a few hundred isn't going to kill me, it is just a present to myself.<br /> <br /> Thanks again]]></description>
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				<pubDate><![CDATA[Sun, 24 Feb 2008 09:24:34]]> GMT</pubDate>
				<author><![CDATA[ fearengineer]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ define what you mean by "value target" im guess some big nasty or expesnive character? dont get me wrong, the steggy is grey one the charge, and it has a bolt thrower on its back to boot, but if your worried about giants, the unit to take them down would be skinks. giant has what, 6 wounds? thats pretty scary, but kepp in ind it has NO armor save, so the skinks roll up, and poison him to death. ive taken down a giant with 2 units of 10 blowpipe skinks.<br /> <br /> also, if you toss the carno lord at the giant, the giant will prolly bite it as well, between the lord and the crni. giants should not be an issue, on top of the fact that you seem to be playing against an ogre kingdoms giant, which isnt stubborn, so breaking it in combat is all the easier.<br /> <br /> the crumble rule for swarms works like this. you have 3 swarm bases that charge something, you swing away and kill 2 models, they return and do 2 wounds. say they have a standard,  and 3 ranks. they beat you by 4 in <span class="glossaryitem" onmouseover='gp(173);'>CR</span>, your swarms take ANOTHER 4 wounds, no saves, this is the crumble rule. it makes swarms pretty worthless.<br /> <br /> you have plenty of fast moving stuff already, between the JSOD, lord and cavalry, you should hve some decent maneuverability around the board.<br /> <br /> if money isnt an issue, pick up 3 salies AND a steggy, try each out in a few games and see what you like. since this is a 2k list you can run a unit of each, just drop something else to fit the steggy in. like i sad though, your gonna want to keep the steggy near your general for that better leadership, else you risk your dino turning tail if he gets broken in combat.]]></description>
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				<pubDate><![CDATA[Sun, 24 Feb 2008 12:31:49]]> GMT</pubDate>
				<author><![CDATA[ studderingdave]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ @ Dave: Very informative, my liz know-how increased once again. You make me curious about the Oldblood kits, though. <br /> <br /> @Fear: If you don't mind painting alot, try getting a bunch of skinks. That's the thing I've been hearing since I first mentioned I wanted to play lizardmen: "Skinks, skinks, skinks, skinks, skinks, JSOD, Skinks, Skinks, etc..."]]></description>
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				<pubDate><![CDATA[Sun, 24 Feb 2008 12:50:45]]> GMT</pubDate>
				<author><![CDATA[ Vidar]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ Skinks are great, I love my skinks.<br /> <br /> I have been playing Lizardmen since they came out, so welcome to the party!<br /> <br /> I agree with taking smaller units of cav - they really are expensive.<br /> <br /> A single jungle swarm base and 10 skinks cost the same, so I would probably take single swarm and 2 units of 10 skinks. That single swarm can be useful for tying up flanking units, teleporting skaven wizards and what not.  Swarms are worthless against large blocks of infantry, as said before, but may have their uses against other targets.<br /> <br /> And Dave has it right, vs. a giant, it's skinks all the way.  Ogres same story. Anything that is high toughness and low save will fall to enough skinks.  <br /> <br /> You may want to consider a small unit (3) of kroxigar. They are the same price as 5 saurus cav, but have 9 wounds instead of 5 and are s7.  They are slower, yes, but s7 can be really handy vs. chariots, war altars, etc, as a single hit will auto-destroy them.  Also, they are aquatic, so you can really use terrain to your advantage  with them. Also, you can take 2 wounds with your krox unit and still strike back with full attacks. <br /> <br /> <br /> <br /> Just my 2 cents. Glad to see another lizard player.]]></description>
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				<pubDate><![CDATA[Sun, 24 Feb 2008 13:48:17]]> GMT</pubDate>
				<author><![CDATA[ nathonicus]]></author>
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				<title>Re:First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[   I worry a lot about the a skink heavy list due to the fact that a great many of the people I would be playing against have either shooty list or fast hard hitting list, which to me seems like the weakness of the skinks. Not many people I play at my store play block armies smothering the opponent, except the two skaven guys, which shoot plenty anyways. Painting isn't a problem, I have played guard for a few years now, and with an odd amount of success. <br /> <br />   I think what you've suggested offers a more flexible list which I am highly considering. It is a tough call between the steggy though. I guess I will have to play it out and see what works best. I am still worried about my friends dwarfs and their 2 cannon 2 bolt thrower with thunderers they seem to pick apart most anything but the sallys offer a counter punch to the lead belchers I had to deal with before. I think I will have to play it out a few times before I get a feel for what works better. Thanks again.]]></description>
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				<pubDate><![CDATA[Sun, 24 Feb 2008 14:12:03]]> GMT</pubDate>
				<author><![CDATA[ fearengineer]]></author>
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				<title>Re:First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ It has to be stated that the lizardmen book is a good starterlist as pretty much all the armybook's units (barring the swarms who used to be good in 6th ed) are definetly usable. So no matter what you get for starters, it's not really a bad buy, and with a bit more experience you can then shuffle and tinker the armylists around. Double check the list compositions regarding special and rare slots, so you don't get screwed on that one, though. One tip for using carnosaur (wheter it's the special character or not) is that it's very allergic to heavy shooting so it's good to have some warmachine hunters available. It also helps to have steggy around in this list as it offers target saturation which is nice. Premium warmachine hunters for lizzies are terradons and saurus hero with the jaguar charm item. <br /> <br /> It usually pays to have some magic defense in any list (such as 1 level 1 wizard with 2 dispel scrolls aka scroll caddie), altough if you play vs dwarves the first few games you won't notice the need as stunties are the only army with zero offensive magic.]]></description>
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				<pubDate><![CDATA[Sun, 24 Feb 2008 21:05:51]]> GMT</pubDate>
				<author><![CDATA[ Chaoslord]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ I assume that I will have to play a few times to get a feel for the army's strengths and weaknesses. I played my guard at least 4-5 times on my own before I started winning against my friends orks. Point being that I am sure I will be tweaking out a list for a good long while up to 3000 points or so is where I plan on stopping with it. So by that point I should have at least one of each type of unit to mix around and play with. Although I have thought about a 3k list already but I might reshape it and try the slann thing at higher points.]]></description>
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				<pubDate><![CDATA[Mon, 25 Feb 2008 07:54:22]]> GMT</pubDate>
				<author><![CDATA[ fearengineer]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ <blockquote><div><cite>fearengineer wrote:</cite>I assume that I will have to play a few times to get a feel for the army's strengths and weaknesses. I played my guard at least 4-5 times on my own before I started winning against my friends orks. Point being that I am sure I will be tweaking out a list for a good long while up to 3000 points or so is where I plan on stopping with it. So by that point I should have at least one of each type of unit to mix around and play with. Although I have thought about a 3k list already but I might reshape it and try the slann thing at higher points.</div></blockquote><br /> <br /> Firstly, 2000-2250 is the optimum size for good games (and tournament games too in general), so for starters you can try to build the army to that level. You can use 1000 and 1500 as a stepping stone, but the game gets indeed a bit more exciting when lord-level characters come around. The 3000 is a bit clunky but certainly fun if both players won't cheese out as this is painfully possible in larger games of <span class="glossaryitem" onmouseover='gp(153);'>FB</span> due to missing the force-organization chart. You shouldn't build your initial list in 3k-level games in mind, though, as I said earlier 2k-level is all good. I'll give you a few examples what you can get for a good army selection:<br /> <br /> 1000: <br /> Saurus Hero on foot (give him jaguar charm & stuff, decent charcater who certainly stays useable upwards to 3k)<br /> Skink priest<br /> 2-3 Units of skinks (I like to keep these min.sized in all the games as they are throwaway-units)<br /> 10-20 Saurus warriors (to make at least 1 medium sized unit)<br /> 4 Kroxigor<br /> 5-6 Saurus Cav (Altough you probably won't have points for both in 1k, they'll often make appearances in pairs in larger lists)<br /> <br /> In 1500 add:<br /> Another Saurus Hero character (making <span class="glossaryitem" onmouseover='gp(174);'>bsb</span> or regular hero on cold one is good, altough another plain foot character isn't bad either). It's good to notice that the hero models can be used as oldblood instead of scar-vet when/if the point size gets bigger.<br /> Skink priest no 2<br /> 1 More Skink unit (4 units of 10 skinks starts to be the maximum you want to field in many cases, altough you could squeeze one or two more in when playing 3k)<br /> Another Set of 10-20 Saurus Warriors<br /> 3 Terradons<br /> 3 Salamanders<br /> <br /> In 2k add:<br /> Slann<br /> 3rd and maybe 4rd caurus character (A good selection would be 2 on foot, 2 on cold one, one of which is the battle standard bearer).<br /> Carnosaur dude<br /> 4 More Krox (units of 4 work best)<br /> 5-8 Chameleon Skinks<br /> 3 more Terradons<br /> 5-10 more cav (altough you usually see only 1 used with the huanchi banner even in a bit larger games)<br /> Stegadon<br /> 3 more Salamanders<br /> <br /> Towards 3k add:<br /> 10-20 More Saurus warriors, perhaps some temple guard<br /> Maybe another steggy<br /> With the options from earlier levels you can easily reach 3k, especially if you put loads of points to Slann (who can cost 600+ points on his own).<br /> <br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 25 Feb 2008 11:27:26]]> GMT</pubDate>
				<author><![CDATA[ Chaoslord]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ why not add 4 more krox at 2000. in my 2250 list i have 48 saurus (2 blocks each with a saurus hero, one is <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>), 4 skink units (2 scouting), 2 units of 4 krox, 2 units of 2 salamanders, and 2 skink priests. <br /> <br /> at 2000pts you could easily just drop the sallies, or one of them and some of the saurus warriors (i'd recommend 6 off of each unit)<br /> <br /> oh and saurus blocks should be made in blocks of 6 by how ever many ranks you've want (ex, 24, 18, 12), since the ranks are 5 now]]></description>
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				<pubDate><![CDATA[Mon, 25 Feb 2008 16:11:32]]> GMT</pubDate>
				<author><![CDATA[ Bastirous666]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ <blockquote><div><cite>Bastirous666 wrote:</cite><br /> <br /> oh and saurus blocks should be made in blocks of 6 by how ever many ranks you've want (ex, 24, 18, 12), since the ranks are 5 now</div></blockquote><br /> <br /> Because the ranks are by 5, you're fielding them by 6? I'm not saying you're wrong about your choice, but you have to admit that's a weird way of reasoning. <br /> <br /> Also @ Chaos: only 4x10 skinks? You mean there's no reason for me to have 30 skinks w blowpipes, 20 w jav and 32 with shortbow? :(<br /> And here I was thinking about buying me at least one other box to get to at least 5000 points.]]></description>
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				<pubDate><![CDATA[Tue, 26 Feb 2008 00:01:49]]> GMT</pubDate>
				<author><![CDATA[ Vidar]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ well what happens when one dies. you lose a whole rank, and believe me it's not hard at all to lose one from the unit. it's generally a good idea to have one more than minimum for ranks. when the rank was 4 per rank it was good to have the units in ranks of 5. just general good practice <br /> <br /> oh and skinks can't take short bows, and the javelins aren't nearly as good anymore. the blowpipes put javelins to shame any day]]></description>
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				<pubDate><![CDATA[Tue, 26 Feb 2008 00:50:30]]> GMT</pubDate>
				<author><![CDATA[ Bastirous666]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ <blockquote><div><cite>Vidar wrote:</cite><blockquote><div><cite>Bastirous666 wrote:</cite><br /> <br /> oh and saurus blocks should be made in blocks of 6 by how ever many ranks you've want (ex, 24, 18, 12), since the ranks are 5 now</div></blockquote><br /> <br /> Because the ranks are by 5, you're fielding them by 6? I'm not saying you're wrong about your choice, but you have to admit that's a weird way of reasoning. <br /> <br /> Also @ Chaos: only 4x10 skinks? You mean there's no reason for me to have 30 skinks w blowpipes, 20 w jav and 32 with shortbow? :(<br /> And here I was thinking about buying me at least one other box to get to at least 5000 points.</div></blockquote><br /> <br /> As it was said, skinks can't have shortbows anymore. In any case 50 skinks is enough for anything apart from some silly southlands list, so having 30 /w blowpipes and 20 /w javelins & shields is pretty good selection. Regarding the saurus, they are a bit on the expensive side, so you'll rarely have points to spend just getting extra wounds to keep rank bonuses longer. I'll personally like just units of 15-20 but I haven't run multiple saurus units for a long time (usually just 1 as a bodyguard to slann/as an anvil).]]></description>
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				<pubDate><![CDATA[Tue, 26 Feb 2008 10:13:31]]> GMT</pubDate>
				<author><![CDATA[ Chaoslord]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ I know bout the shortbows, my friend and I both had 32 from the fourth edition starter box. I traded mine for a box of the latest skinks and my friend (who doesn't play) gave his to me as long as I wouldn't trade or sell or convert them.<br /> Guess they'll make a decent proxy in not-official tournaments where I decide to go crazy with skinks. <br /> <br /> You think Sauri are really TOO expensive? Again, really should stop buying those then, since I have 20 4th edition <span class="glossaryitem" onmouseover='gp(59);'>HW</span>+Shield, 29 new <span class="glossaryitem" onmouseover='gp(59);'>HW</span>+shield and 24 new Spear+Shield. I really should start collecting all the rest, I guess.]]></description>
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				<pubDate><![CDATA[Tue, 26 Feb 2008 11:12:31]]> GMT</pubDate>
				<author><![CDATA[ Vidar]]></author>
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				<title>Re:First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ Every lizardman list should start off with this:<br /> <br /> 3X10 skinks with blowpipes. <br /> <br /> ....and more if you have points for it.<br /> <br /> Skinks are one of the best units in the game, period. When I see a lizardman army without skinks, I immediately assume 'oh, I can play this game on autopilot'. ]]></description>
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				<pubDate><![CDATA[Tue, 26 Feb 2008 13:39:51]]> GMT</pubDate>
				<author><![CDATA[ mauleed]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ I never see Chameleon skinks though. Yet the only comments were on swarms. So how come chameleons are neither discussed as viable choices but neither as not decent?]]></description>
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				<pubDate><![CDATA[Tue, 26 Feb 2008 14:47:23]]> GMT</pubDate>
				<author><![CDATA[ Vidar]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ <blockquote><div><cite>Vidar wrote:</cite>I never see Chameleon skinks though. Yet the only comments were on swarms. So how come chameleons are neither discussed as viable choices but neither as not decent?</div></blockquote><br /> <br /> The chameleons aren't crap, but because of various reasons they are often omitted. See the following -&gt;<br /> <br /> Pros: super-scout might come handy now and then, better <span class="glossaryitem" onmouseover='gp(14);'>bs</span> than normal skinks altough with poison this isn't as good as it looks initially. Extra difficult to shoot with normal weapons.<br /> Cons: Expensive (especially when you notice that they are pretty much normal skinks), take special slot, same thing can (almost) be accomplished with normal scouting skinks.<br /> <br /> If you check the latter, you'll see why chameleons are often left to the shelf.  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br />  ]]></description>
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				<pubDate><![CDATA[Tue, 26 Feb 2008 16:37:44]]> GMT</pubDate>
				<author><![CDATA[ Chaoslord]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ i think the chameleon are a total waste of points, paying 9 extra to be harder to shoot. with the same points as 5 of them you could take 10 skinks and have 15pts left for more or some magic items on your lords/heroes<br /> <br /> for lizardmen at 2000-2250, there should be 4 units of 10 skinks (1 or 2 scouting) and two sizable saurus blocks. then you just fill in the rest with characters, kroxigors, teradons, stegadons, and salamanders.]]></description>
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				<pubDate><![CDATA[Tue, 26 Feb 2008 19:24:34]]> GMT</pubDate>
				<author><![CDATA[ Bastirous666]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ Since the thread is doing so well on being informative about lizardmen (and I'm learning alot here), were there units in Lustria normal lizardmenlists could use?]]></description>
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				<pubDate><![CDATA[Tue, 26 Feb 2008 19:26:53]]> GMT</pubDate>
				<author><![CDATA[ Vidar]]></author>
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				<title>Re:First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ <blockquote class="uncited"><div><b>Vidar wrote:</b><br /> <br /> ...were there units in Lustria normal lizardmenlists could use?</div></blockquote><br /> <br /> i don't quite understand your question. please explain more what you mean?]]></description>
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				<pubDate><![CDATA[Tue, 26 Feb 2008 19:30:51]]> GMT</pubDate>
				<author><![CDATA[ Bastirous666]]></author>
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				<title>Re:First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ I'm not sure I understand how scouting skinks can do what cameleon skinks can (for the record, I don't take cameleon skinks because I lack the spare special slot). <br /> <br /> <span class="glossaryitem" onmouseover='gp(732);'>CS</span> (cameleon Skinks) can set up behind the enemy even if there is no terrain to do it with and march block in any game where the enemy doesn't have skirmishers to turn around and get them. Scouts can not do this. <br /> <br /> <span class="glossaryitem" onmouseover='gp(732);'>CS</span> can set up outside of terrain. Scouts can not do this. <br /> <br /> <span class="glossaryitem" onmouseover='gp(732);'>CS</span> can be inside 12". An opponent that goofs can have skinks within 2" of him on turn zero. Scout can not do this. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 26 Feb 2008 19:39:59]]> GMT</pubDate>
				<author><![CDATA[ mauleed]]></author>
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				<title>Re:First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ <blockquote><div><cite>Bastirous666 wrote:</cite><blockquote class="uncited"><div><b>Vidar wrote:</b><br /> <br /> ...were there units in Lustria normal lizardmenlists could use?</div></blockquote><br /> <br /> i don't quite understand your question. please explain more what you mean?</div></blockquote><br /> <br /> I've been told there are extra unit options in the book Lustria. Something like an "Ancient machine of the Gods" and others. Yet again nobody talks about those. That makes me wonder if there actually are such unit options OR if they're a complete different list (like the Southland list). ]]></description>
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				<pubDate><![CDATA[Tue, 26 Feb 2008 19:48:07]]> GMT</pubDate>
				<author><![CDATA[ Vidar]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ And now I'm asking stupid questions about things I've heard: <br /> Is there somewhere a rule that skink priests may take other lores than the lore of heaven according to the spawning they took? ]]></description>
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				<pubDate><![CDATA[Tue, 26 Feb 2008 19:53:33]]> GMT</pubDate>
				<author><![CDATA[ Vidar]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ nothing that i have ever seen, but the lore of heavens is pretty darn good. i love it when my skink priest gets comet, and just laughs as the opponents gun hill discintigrates under it. my lizards feasted well on man flesh that night, seared just the way they like it. <br /> <br /> anyway as far as i know there is nothing that says a skink priest can use any other lores of magic especialy since they can't take any of the sacred spawnings, but if there is somethin g somewhere that says that then you should let me know, because i'd love to have a lot more shooting magic in my list. <br /> <br /> you may want to look at the red host list from the lustria campaign because the skinks there get to be taken in bloack with mark of sotek etc. so that might say something about that if it does exist]]></description>
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				<pubDate><![CDATA[Tue, 26 Feb 2008 20:04:02]]> GMT</pubDate>
				<author><![CDATA[ Bastirous666]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ <blockquote><div><cite>Vidar wrote:</cite>And now I'm asking stupid questions about things I've heard: <br /> Is there somewhere a rule that skink priests may take other lores than the lore of heaven according to the spawning they took? </div></blockquote><br /> <br /> There was a <span class="glossaryitem" onmouseover='gp(143);'>WD</span> article, but it's generally not available for tournament games. <br /> <br /> <a href="http://us.games-workshop.com/games/warhammer/lizardmen/gaming/sacredhosts/default.htm" target="_new" rel="nofollow">http://us.games-workshop.com/games/warhammer/lizardmen/gaming/sacredhosts/default.htm</a><br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 26 Feb 2008 20:16:15]]> GMT</pubDate>
				<author><![CDATA[ mauleed]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ well there you go. nice i really wish that wa tourney legal. that'd be sweet!]]></description>
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				<pubDate><![CDATA[Tue, 26 Feb 2008 20:20:59]]> GMT</pubDate>
				<author><![CDATA[ Bastirous666]]></author>
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				<title>Re:First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ Well it is tourney legal. You just have to go to the right tourneys. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 26 Feb 2008 20:41:54]]> GMT</pubDate>
				<author><![CDATA[ Strimen]]></author>
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				<title>First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ Hmm... I have learned a ton so far about what to do with my army. My question now as a new lizardmen player is this...  my original list I posted was based on speed and though I think the army is a little more flexible from the input I received I have lost the speed I was looking for.  Without a doubt I have picked up a box of skinks and dropped the swarms due to the knowledge I got here, and am considering going to one block of warriors and beefing up the cav. <br /> <br />  I guess to simplify my question, what I am asking is how can I maintain the speed I was working with before and improve it.]]></description>
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				<pubDate><![CDATA[Tue, 26 Feb 2008 20:59:11]]> GMT</pubDate>
				<author><![CDATA[ fearengineer]]></author>
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				<title>Re:First shot at a WHFB list from a 40k player. Lizardmen</title>
				<description><![CDATA[ well to keep the speed i'd do two units of 6 saurus cav with full command, and then have two blocks of saurus for staying power, and finally some teradons as flank, and war machine harassers.<br /> <br /> my list would look something like this<br /> <br /> <br /> <u>Lords and Heroes</u><br /> -scar vet: 154pts<br /> blessed spawning of sotek and itzl, venom of the firefly frog, shield, light armor, and cold one<br /> <br /> -scar vet: 158pts<br /> battle standard, blessed spawning of quetzl, aura of quetzl, light armor<br /> <br /> -skink priest: 135pts<br /> <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2, diadem of power<br /> <br /> -skink priest: 150pts<br /> dispel scroll x 2<br /> <br /> <u>Core</u><br /> -10 skink skirmishers: 70pts<br /> scouts<br /> <br /> -10 skink skirmishers: 70pts<br /> scouts<br /> <br /> -10 skink skirmishers: 60pts<br /> <br /> -10 skink skirmishers: 60pts<br /> <br /> -23 Saurus Warriors: 306pts<br /> hand weapon, shield, full command<br /> <br /> <u>Special</u><br /> -6 Saurus Cav: 240pts<br /> musician, standard bearer<br /> <br /> -5 saurus cav: 205pts<br /> musician, standard bearer<br /> <br /> -3 terradons: 195pts<br /> <br /> -3 terradons: 195pts]]></description>
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				<pubDate><![CDATA[Tue, 26 Feb 2008 21:40:40]]> GMT</pubDate>
				<author><![CDATA[ Bastirous666]]></author>
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