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				<title>Lizardmen 1500pt army, need help</title>
				<description><![CDATA[ Ok. I've read several post across the internet and I'm new to Fantasy as I've played <span class="glossaryitem" onmouseover='gp(3);'>40k</span> for awhile. I can't seem to win many battles with my Lizardmen and I'm sure it's my lack of knowledge and probably a bit of my army selection as well. Here is my list and if you comment on how to change it, if you wouldn't mind, post the tactical reason way you would place it in the list so I can understand why they are there. Thank you in advance!<br /> <br /> Scar-Vet - Great Weapon, Light Armour, Quetzl, Tepok, maiming shield. I know everyone talks about JSOD but I have no idea of how to use that<br /> Saurus - 20, musician, standard bearer<br /> Saurus - 20, musician, standard bearer, spears<br /> Skink - 12 blowpipe, scout<br /> Skink - 12, blowpipe, scout<br /> Skink - 10, Javelins and shields, scout<br /> Skink Priest - 2 dispel scrolls<br /> Kroxigor - 4<br /> Salamander - 3 with handlers<br /> <br /> That comes out to 1492. Slann seem to suck up a ton of points and he really has not paid off so I wanted to avoid him this time around.<br /> <br /> I play against Chaos (Khorne), Dark Elves, Orge, Dwarf, Elder, Skaven and Empire. I have to have a balanced list... <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Thu, 14 Aug 2008 02:01:40]]> GMT</pubDate>
				<author><![CDATA[ Plot]]></author>
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				<title>Lizardmen 1500pt army, need help</title>
				<description><![CDATA[ why give the scar vet a great weapon and the maiming shield? he can't use both at the same time so it's a big waste  of points to use both. also it's usually a good idea to mount your characters as they get a +2 to their armor save, putting your guy up to a 1+ armor save<br /> <br /> skinks should go in units of 10 as they are easier to hide that way and <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> blowpipes are best for them. also you need more skinks. the more the better. at 1500 i'd say you need at least 40 total. <br /> <br /> also saurus work better in units with a frontage of 6 so beef the saurus blocks up some or drop some from the unit. <br /> <br /> finally finding points for another character would be a good idea, having at least a <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> in addition to your others would be a god start. <br /> <br /> all of my comments here are things i have found out during my playing of my own lizardmen army. the saurus block advice is to maximize attacks, and rank survivability as well as to round out sizes. also when you make a unit size take into account the fact that any characters that join the unit will replace a model in the front rank meaning you can save a couple points on that one (or two guys if the character is mounted).]]></description>
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				<pubDate><![CDATA[Thu, 14 Aug 2008 02:15:55]]> GMT</pubDate>
				<author><![CDATA[ Bastirous666]]></author>
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				<title>Lizardmen 1500pt army, need help</title>
				<description><![CDATA[ <blockquote><div><cite>Bastirous666 wrote:</cite>why give the scar vet a great weapon and the maiming shield? he can't use both at the same time so it's a big waste  of points to use both. also it's usually a good idea to mount your characters as they get a +2 to their armor save, putting your guy up to a 1+ armor save<br /> <br /> skinks should go in units of 10 as they are easier to hide that way and <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> blowpipes are best for them. also you need more skinks. the more the better. at 1500 i'd say you need at least 40 total. <br /> <br /> also saurus work better in units with a frontage of 6 so beef the saurus blocks up some or drop some from the unit. <br /> <br /> finally finding points for another character would be a good idea, having at least a <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> in addition to your others would be a god start. <br /> <br /> all of my comments here are things i have found out during my playing of my own lizardmen army. the saurus block advice is to maximize attacks, and rank survivability as well as to round out sizes. also when you make a unit size take into account the fact that any characters that join the unit will replace a model in the front rank meaning you can save a couple points on that one (or two guys if the character is mounted).</div></blockquote><br /> <br /> Thank you for the advice. So I should mount the character even if he would be the only mounted model?<br /> <br /> I built the skinks when I didn't know the options well so that is why the Javs are there but I'm still not sure how to use them.<br /> <br /> I only have 40 Saurus so should I just take one unit with 30 models?]]></description>
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				<pubDate><![CDATA[Thu, 14 Aug 2008 02:28:36]]> GMT</pubDate>
				<author><![CDATA[ Plot]]></author>
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				<title>Lizardmen 1500pt army, need help</title>
				<description><![CDATA[ mounted models are no longer able to be picked out of units they are in, meaning there is no drawback. also you'll get one more S4 attack, no longer effected by fear, and terror is downgraded to fear, and you get a better armor save. so yes take the mount. however if yu do so take a different weapon as great weapons only give mounted models +1S instead of +2 and you don't get to use the shield. i'd give the general the sword of the hornet or sword of might + maiming shield.<br /> <br /> if you already have the skinks built then that's fine. i still think you need more though.<br /> <br /> 30 saurus is way too many, i'd go with two units of 18 (3 ranks of 6) an again make sure to remember that the scar vet will replace one model (two if mounted) from the unit he joins.]]></description>
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				<pubDate><![CDATA[Thu, 14 Aug 2008 02:56:01]]> GMT</pubDate>
				<author><![CDATA[ Bastirous666]]></author>
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				<title>Lizardmen 1500pt army, need help</title>
				<description><![CDATA[ <blockquote><div><cite>Bastirous666 wrote:</cite><br /> <br /> 30 saurus is way too many, i'd go with two units of 18 (3 ranks of 6) an again make sure to remember that the scar vet will replace one model (two if mounted) from the unit he joins.</div></blockquote><br /> <br /> Thanks again. I'm a bit of a newbie with Fantasy. I'm not sure I understand, if I mount the scar vet I would place him with a group of Saurus if I wasn't taking Cold One Cav.? I just never thought of that if that is what your saying...]]></description>
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				<pubDate><![CDATA[Thu, 14 Aug 2008 17:38:48]]> GMT</pubDate>
				<author><![CDATA[ Plot]]></author>
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				<title>Lizardmen 1500pt army, need help</title>
				<description><![CDATA[ it is. the mounted character simply goes into the ranked up unit in place of one model in the front rank and one in the second rank directly behind him. the reason to do this is your unit no longer is affected by fear as there is one fear causer in the unit which means you no longer need to worry about running from fear causing units which is huge. also your getting a better armor save for the general and an extra S4 attack. all in all it's a god idea to mount him]]></description>
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				<pubDate><![CDATA[Thu, 14 Aug 2008 19:21:43]]> GMT</pubDate>
				<author><![CDATA[ Bastirous666]]></author>
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				<title>Re:Lizardmen 1500pt army, need help</title>
				<description><![CDATA[ Never would have thought of that, thank you!.]]></description>
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				<pubDate><![CDATA[Fri, 15 Aug 2008 01:45:05]]> GMT</pubDate>
				<author><![CDATA[ Plot]]></author>
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				<title>Lizardmen 1500pt army, need help</title>
				<description><![CDATA[ cut down skink units to 10's.<br /> dont bother with javelins as blowpipes beat them in every way.<br /> spears on the saurus are a waste of time, thanks to special rules they fight just as well with hand weps and shields, and get a better save from it.<br /> <br /> as for the scar vet. if you want to make him an absolute killer go for:<br /> scar vet mounted on cold one with; light armour, shield, scimitar of the sun resplendant.<br /> quetzl, sotek.<br /> <br /> he then has a 1+ save, an extra attack from the cold one, and extra attack on the charge, and 2 extra attacks from the scimitar, making him a combat monster, charge him in with a unit of saurus and watch him break a unit.<br /> also, if its safe to do so then he can chase down a fleeing unit thanks to being mounted, and, as a mounted general his <span class="glossaryitem" onmouseover='gp(82);'>LD</span> can be pretty much anywhere you need it to be.]]></description>
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				<pubDate><![CDATA[Sun, 17 Aug 2008 01:01:34]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>Lizardmen 1500pt army, need help</title>
				<description><![CDATA[ the scar vet has to buy spawning of itzl to get the mount tho so you should drop the mark of quetzl off him.]]></description>
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				<pubDate><![CDATA[Tue, 19 Aug 2008 20:59:36]]> GMT</pubDate>
				<author><![CDATA[ Bastirous666]]></author>
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				<title>Lizardmen 1500pt army, need help</title>
				<description><![CDATA[ just realised i was thinking of a oldblood, thanks bastirous, and as said, drop quetzl for itzl, still a 2+ save and nice ammount of attacks for a hero level character, great for overkill in challenges.]]></description>
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				<pubDate><![CDATA[Tue, 19 Aug 2008 21:39:52]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>Lizardmen 1500pt army, need help</title>
				<description><![CDATA[ In my experience, I'd say go with blow pipes only for your skinks. Field them in groups of 10 with the scouting upgrade. For personal tastes, I only field 2 units like this and they're mostly diversionary, although, if your opponent ignores them they can wreak havoc by march blocking and pouring tons of poisoned shots into typically poorly armored missile troops. Lots of folks tell me that javelins are better, because it allows them to stand up better in close combat with their 1 strength 3 attack and a 5+ save. My opinion is that they're T2 and WS2, they're going to get steamrolled by all but the worst units in the <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> universe. They're meant to shoot and scoot and with blowpipes you can almost always manage your <span class="glossaryitem" onmouseover='gp(14);'>BS</span> negatives so that you only hit on 6's, which'll auto-wound. If they get outmaneuvered, then oh well, they were 70 pts of distraction and their obliteration isn't that horrible as long as you can either get a worthwhile stand and shoot or draw them way the hell out of position by fleeing. <br /> Also, I never equip my Saurus warriors with spears, it turns an already expensive model into a more expensive model (from 12 pts to 14 pts) and reduces it's survivability. For size, I usually take 20 with full command or none at all. That often provides me with enough models to keep all but hordish units from outnumbering me and also gives me 3 ranks+ banner. That gives them some solid combat resolution to help bog down or break enemy units. If I ever find myself in the position to 'waste' points on my saurus it's to give them the spawning of quetzl. Saurus Warriors are often overlooked, but they have a place in the Lizardmen army  by providing them with a unit that can soak up a charge and stand firm, offering Kroxigor and other units terrific flanking counter charges. Also, against all but the hairiest of creatures, you typically have 2-3 models in the front survive to attack back with 4-7 strength 4 attacks that help even things out.<br /> For the JSoD, give him the jaguar warrior charm, a great weapon and the sacred spawning of Sotek. Depending on your remaining points and your army's magic defense you can add the sacred spawning of Tepok for a little more protection. If you give him the jaguar charm, dont' worry about the cold one. With light armor, 5+ scaly skin save and shield he's already 3+ vs shooting and 2+ if he uses his hand weapon instead in close combat and that's not even figuring if you add sacred spawning of quetzl, which I don't typically worry about. Put him in a unit of saurus warriors, march the unit up like you would normally and when a unit is within his 18" threat range have him sprint out of the unit and remove it's face and use it for a loin cloth. Great targets for him are chariots, heavy calvary, most "hammer" units and lone characters. I like to give him the maiming shield as well because then, if I run into a large unit of T3-4 models with average/light armor I can opt for his hand weapon and gain the extra attack and still wound on 2's or 3's, which is still nice.<br /> The Slann can be useful, but against a very fast army you're asking for trouble if you don't put him in a unit of saurus warriors or temple guard. Also, temple guard kick ass in every way compared to saurus warriors, but look at the cost per model when weighing that decision.. You've already got an up to 650 pt lord that you now HAVE to put in an up to 300 pt unit of temple guard. This effectively limits the amount of units you can take elsewhere and gives your opponent only 1 big target worth shooting at. I like to run my slann around as 2nd generation with the 2+ ward save vs shooting and keep reminding my opponent that if they kill him it's an auto draw at best for me and just have him stay far away from heavy combat. They then expend all of their shooting on the 8 wound T5 2+ ward save monstrosity and leave the rest of my army to stomp up and kick ass. But, like I said, not a good idea against a fast, hitty army.]]></description>
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				<pubDate><![CDATA[Sat, 23 Aug 2008 23:37:34]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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