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				<title>Lizardmen 2250, Friendly</title>
				<description><![CDATA[ &lt;LORD&gt;<br /> Slann Mage-Priest 275<br /> Focused Rumination<br /> Focus of Mystery<br /> Higher State/Becalming Cogitation/Unfathomable Presence<br /> Army standard<br /> Cupped Hands of the Ancients<br /> [445]<br /> <br /> <br /> &lt;HEROES&gt;<br /> Skink Priest<br /> Level 2<br /> Dispel Scroll x 2<br /> [150]<br /> <br /> Skink Priest<br /> Level 2<br /> Dispel Scroll x 2<br /> [150]<br /> <br /> Skink Priest<br /> Level 2<br /> Dispel Scroll x 2<br /> [150]<br /> <br /> <br /> &lt;CORE&gt;<br /> 20 Saurus Warriors<br /> Spears<br /> Command<br /> [261]<br /> <br /> 20 Saurus Warriors<br /> Spears<br /> Command<br /> [261]<br /> <br /> Skink Skirmishers (12)<br /> [84]<br /> <br /> Skink Skirmishers (12)<br /> [84]<br /> <br /> Skink Skirmishers (12)<br /> [84]<br /> <br /> <br /> &lt;SPECIAL&gt;<br /> 3 Terradon Riders<br /> Brave<br /> [100]<br /> <br /> 3 Terradon Riders<br /> Brave<br /> [100]<br /> <br /> 20 Temple Guard<br /> Command<br /> War Banner<br /> [380]<br /> <br /> Total: 2249<br /> <br /> 12 Power dice (+1 for every spell the Slann Casts)<br /> 7 Dispel Dice<br /> 6 Dispel Scrolls<br /> 4 Characters, 6 Flyers, 96 Other Models<br /> <br /> <br /> <br /> My friends will be playing <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> (for sure), Wood elves (for sure), and my other friend changes his mind 3x daily between HE, Skaven, <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, and <span class="glossaryitem" onmouseover='gp(138);'>VC</span>. This list was supposed to make <span class="glossaryitem" onmouseover='gp(138);'>VC</span> useless because of all the dispell capability.<br /> <br /> In that respect, are any of the Defensive disciplines worth it? I'm afraid the 20TG will dwindle down enough to expose the slann (particuarly against <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> and thier mages), and i cant let him be exposed, since thats santa's christmas bag filled with Victory Points. I dropped the sun standard to make room for another dicipline. <br /> <br /> Comments + Suggestions are welcome, and apreciated. ]]></description>
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				<pubDate><![CDATA[Mon, 3 Aug 2009 03:14:12]]> GMT</pubDate>
				<author><![CDATA[ WD40]]></author>
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				<title>Lizardmen 2250, Friendly</title>
				<description><![CDATA[ Wow, that's a lot of skink shamans ...  I'd suggest dropping one of them and getting 2 sallies (solo or together) to hunt on your flanks.  The skink might get a useful spell, but in general I think sallies are going to give you more tactical options and not be so redundant / easy points.<br /> <br /> Another option would be to drop a skink shaman and take:<br /> <br /> Scar-Vet - charm of the jaguar warrior, great weapon, shield, light armor = 124<br /> <br /> And then bane head on the slann, to make the most of sniper spells (metal) and rip into monster characters (thirsters!).  Which leaves 10 points for whatever, maybe upgrading the scar-vet's shield to an enchanted shield?  Then he can bunker down when the <span class="glossaryitem" onmouseover='gp(50);'>gw</span> isn't needed and use his cold-blooded + slann <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> to hold somebody until help arrives.<br /> <br /> Also, what about taking diadem on one of your skinks?  Then if you're up against vamps you just store his 2 dice to have 8 <span class="glossaryitem" onmouseover='gp(231);'>DD</span> + 3 scrolls next turn, which is pretty beefy!<br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Mon, 3 Aug 2009 13:49:19]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>Re:Lizardmen 2250, Friendly</title>
				<description><![CDATA[ I might consider dropping two of the Skink Priests in favor of putting one of them on an Ancient Stegadon with the EoG. You'd be losing a few power/dispel dice, but the powers the Engine has make up for it. It'd also be good to work the flanks with as you go up the middle with the Saurus. Also free up a few points to play with, maybe adding in a Salamander or a Razordon. <br /> <br /> If you're really concerned about your enemy getting through your Temple Guard to your Slann, then the Sun Standard is a real good idea. That said, it'll take a lot of shooting and some really tough units to get through the Guard.]]></description>
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				<pubDate><![CDATA[Mon, 3 Aug 2009 14:54:59]]> GMT</pubDate>
				<author><![CDATA[ Ecurb The Mighty]]></author>
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				<title>Lizardmen 2250, Friendly</title>
				<description><![CDATA[ Yeah yeah. The prospects of my friend choosing <span class="glossaryitem" onmouseover='gp(138);'>VCs</span> is unlikley since he knows that i made this list a while ago. I'll consider the EotG, but im more interested in getting more Sauruses. The salamanders/razordons are appealing to combat the elves, but not against <span class="glossaryitem" onmouseover='gp(138);'>VCs</span>/<span class="glossaryitem" onmouseover='gp(385);'>WoC</span> which is why i didnt take them in the first place. <br /> <br /> Putting a scar vet on the <span class="glossaryitem" onmouseover='gp(536);'>TG</span> unit sounds good too. <br /> <br /> Lemme see what i can do.   <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also, the Priests were supposed to be attached to the skinks, so the Slann can fire magic missiles from thier <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> and if needed, i guess the Skinks could have a <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> Boost. <br /> <br /> The priest with the cloak of feathers looks real cool to me as well. Im just worried that i might meet my maker when i start to play against <span class="glossaryitem" onmouseover='gp(385);'>WoC</span>. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Against Elves:<br /> <br /> &lt;LORD&gt; <br /> Slann Mage-Priest <br /> Focused Rumination <br /> Army standard + Sun Standard<br /> Cupped Hands of the Ancients <br /> Plague of Tepok<br /> Bane Head<br /> [415]<br /> <br /> &lt;HEROES&gt;<br /> Skink Priest<br /> -<span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 2<br /> -Eotg<br /> -War Drum<br /> [430]<br /> <br /> &lt;CORE&gt; <br /> 20 Saurus Warriors <br /> Spears <br /> Command<br /> [261] <br /> <br /> 20 Saurus Warriors <br /> Spears <br /> Command<br /> [261] <br /> <br /> 10 Skink Skirmishers<br /> [70]<br /> <br /> 10 Skink Skirmishers<br /> [70]<br /> <br /> &lt;SPECIAL&gt; <br /> 3 Terradon Riders <br /> Brave <br /> [100] <br /> <br /> 3 Terradon Riders <br /> Brave <br /> [100] <br /> <br /> 20 Temple Guard <br /> Sword of Battle<br /> Command<br /> War Banner <br /> [393] <br /> <br /> &lt;RARE&gt;<br /> Salamander<br /> [75]<br /> <br /> Salamander<br /> [75]<br /> <br /> Total: 2250 <br /> <br /> 9 Power dice (+1 for every spell the Slann Casts) <br /> 6 Dispel Dice <br /> 0 Dispel Scrolls <br /> 2 Characters, 6 Flyers, 2 Salamanders, 80 Other Models <br /> <br /> Im bot so worried about Magic, I thought the halo ability of the EotG, Magic Missiles + the Sallys could do alot of damage since theyre all T3. The Skinks are there to take up a core slot, and i dont want to have just 1 unit. They should be able to widdle down the elves too, expecially if i can get them in a river or something. The Terradons are a must beacuse im afraid of the Reaper bolt throwers. Ive got the Sun standard on the slann, so that should help. <br /> <br /> <br /> Against <span class="glossaryitem" onmouseover='gp(385);'>WoC</span>:<br /> <br /> &lt;LORD&gt; <br /> Slann Mage-Priest 275 <br /> Focused Rumination <br /> Focus of Mystery  <br /> Army standard <br /> Cupped Hands of the Ancients <br /> [395] <br /> <br /> &lt;HEROES&gt; <br /> Saurus Scar Veteran<br /> -Additonal Hand Weapon<br /> -Light Armor<br /> -Carnosaur Pendant<br /> -Shield of the Mirrored Pool<br /> [144] <br /> <br /> Skink Chief<br /> -Blowpipe<br /> -Light Armor<br /> -Shield<br /> -Stegadon Warspear<br /> -Ancient Stegadon<br /> [392]<br /> <br /> Skink Priest<br /> -<span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 2<br /> -Dispel Scroll<br /> -Diadem of Power<br /> [150]<br /> <br /> &lt;CORE&gt; <br /> 20 Saurus Warriors <br /> Spears <br /> Command <br /> [261] <br /> <br /> 20 Saurus Warriors <br /> Spears <br /> Command <br /> [261] <br /> <br /> 20 Saurus Warriors <br /> Spears <br /> Command <br /> [261] <br /> <br /> &lt;Special&gt;<br /> 20 Temple Guard <br /> Command <br /> War Banner <br /> [380] <br /> <br /> Total: 2244 <br /> <br /> 6 Power dice (+1 for every spell the Slann Casts) <br /> 7 Dispel Dice <br /> 1 Dispel Scroll <br /> 4 Characters, 80 Other Models <br /> <br /> I'm very worried about magic from <span class="glossaryitem" onmouseover='gp(385);'>WoC</span>, and expecially worried about thier troops. I dont think i need Terradons against them, and Salamanders shouldnt do that well because they can reroll panic tests. I bulked up on sauruses, and im gonna attach the Scar vet to the unit of <span class="glossaryitem" onmouseover='gp(536);'>TG</span>, for an added boost, and for protection against magic missiles. The plan for him was to use 2 hand weapons, and once he scores a wound then he's ItP like the rest of the unit, and has 6 attacks i believe. I thought that the <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>+7 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 6 attacks from the Chief on the Steg would do well. <br /> <br /> Comments/Suggestions? ]]></description>
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				<pubDate><![CDATA[Mon, 3 Aug 2009 18:17:37]]> GMT</pubDate>
				<author><![CDATA[ WD40]]></author>
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				<title>Lizardmen 2250, Friendly</title>
				<description><![CDATA[ So you'll be building to suit the opponent you're facing?  Can't say I support that too much ...<br /> <br /> But all the same, List 1 looks like a very generic Lizard army to me, though with more saurus and fewer skinks than you usually see.  Nice on the war drums too, my fav for an engine.  List 2 has an <i>epic</i> amount of saurus, would give the chaos boys a solid scrap.  Thing is, I think you'll want skinks against <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> too, to bait those frenzied troops and poison those big monsters, more even than against the elves.  You don't necessarily want to give chaos the scrap they excel at <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> And in both cases, I'm not convinced that 1 (hero) stegadon is enough.  Thanks to new lizards especially, armies are built to contend with at the very least 1 big monster, so 1 steg will probably bite it in short order.  The engine at least can ward itself and its friends on the way in, but the pokey guy is asking for it.  That said, 1/3 games he'll probably get the charge and totally go ape with that impact spear!<br /> <br /> Ultimately, I think I liked your first list but with my jag charm scar-vet in there <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">  Temple Tank + saurus + strong magic + skinks / dons utility troops <span class="glossaryitem" onmouseover='gp(264);'>ftw</span>.  Downright refreshing with no triceratops running around.<br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Mon, 3 Aug 2009 20:40:16]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>Lizardmen 2250, Friendly</title>
				<description><![CDATA[ My thought exactly. I thought that 1 steg wouldnt do that great by itself, so i decided to completley drop the idea of having one, in favor of better stuff (like terradons). I was working on a 3000 list that had 2 EotG in it, and the slann. Slann in the middle, Engines on the flanks. I also was thinking about 4 units of 20 sauruses, but you bring up a good point with the skinks being there to bait stuff.<br /> <br /> Do you think skirmishers, or a block of skinks w/ javelins + hand weapons be better? I was under the impression of never ever using javelins (EVER), and at that point, might as well make them skirmishers. I love the aquatic rule (although i cant see them using it more than 1/2 the time)<br /> <br /> I Liked my first list too *cries* Im still scared of peeps with thier own lores of magic. <br /> <br /> Whats so hot about the Jag charm? It gives him flying for a turn, and i was under the impression you wanted him attached to the <span class="glossaryitem" onmouseover='gp(536);'>TGs</span> with the slann.<br /> <br /> Thanks for taking the time to help. <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 3 Aug 2009 21:11:47]]> GMT</pubDate>
				<author><![CDATA[ WD40]]></author>
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				<title>Re:Lizardmen 2250, Friendly</title>
				<description><![CDATA[ Skirmishers all the way, the only benefit of the blocks is that min 10 is cheaper, and you can use them to divert when they die (turn the unit angled away and have them vaporize, exposing the enemy's flanks).  Skirmishers do loads more, and with blowpipes for extra fun.<br /> <br /> You have an impressively magic heavy army, so I think the jag charm has a good chance of going of in the first place.  What it does is give you options - he can zap out and (with luck) kill some knights and lock them down, kill support units easily, boost around the backfield killing war machines (supporting the 'dons in this case), tag out enemy characters wandering around, etc, etc.  OR he can sit in one of those saurus blocks and lock up an enemy character with his 1+ save or smash things with his S7, or even tag into the big old temple guard and help them out likewise.  He really is a useful guy <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> Also, here's a more complete version of my take on your first list:<br /> <br /> L:  Slann - <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, focused rumination, focus of mystery, becalming cogitation, cupped hands, bane head = 460<br /> H:  Skink Priest - level 2, diadem, scroll = 150<br /> H:  Skink Priest - level 2, scroll, scroll = 150<br /> H:  Scar-Veteran - jag charm, enchanted shield, great weapon, light armor = 134<br /> <br /> C:  20 Saurus - full command, spears = 261<br /> C:  20 Saurus - full command, spears = 261<br /> C:  12 Skinks = 84<br /> C:  12 Skinks = 84<br /> C:  10 Skinks = 70<br /> <br /> S:  21 Temple Guard - warbanner, burning blade, full command = 416<br /> S:  3 Terradons = 90<br /> S:  3 Terradons = 90<br /> ------<br /> 2250<br /> <br /> 1) Bane head on the slann, cause it's awesome.  I'd also choose cogitation myself, because it really plays havok with the other guy's big caster.  That, and you should be able to keep your slann away from things that he needs to regen / be invulnerable against.  Stone throwers do happen, but trust in your saurus to push him out of the way I guess.<br /> 2) Scar-vet, whee!  The e.shield is questionable, venom of the firefly frog is probably my close second choice, same points but he can hurt wraiths.<br /> 3) 1 less priest to pay for him, and I traded a scroll for diadem, which can make for an 8 die dispel phase.  Epic stuff, and skink magic is so-so itself.<br /> 4) Few less skinks to pay for other toys ...<br /> 5) 1 more temple guard so w/ slann that's full ranks, and I slapped the BB on the champ cause it too is awesome.  So cheap but so burny.<br /> <br /> I do like the list a lot, would be fun to play.  I'd give it good marks in comp too, with those 3 big saurus blocks and no engine.<br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Tue, 4 Aug 2009 02:55:45]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>Lizardmen 2250, Friendly</title>
				<description><![CDATA[ Thank you very much, for taking the time to edit the list. It makes a lot more sense now. <br /> <br /> 1.) it is awsome now that i read the 1st spell for the metal lore. I skipped over that. The metal lore is so beastly. <br /> 2.) Thanks for the pointers on him. Ill try him out your way. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> seems like a hoot.<br /> 3.) Makes sense. I actually noticed the diadem after i posted this list, and im completley aware that skink magic blows. THeyre there for Luggage carriers, dispell dice, and things to shoot missiles from. <br /> 4.) Makes sense.<br /> 5.) 20 <span class="glossaryitem" onmouseover='gp(536);'>TG</span> should fill the formation out, 4x6. 6 in the front, 4 on each side of the slan, and 6 in the rear. What did you mean by this?<br /> <br /> the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> people keep telling me to get an engine, but i say screw that! Im holding them out for a 3000 list. (just like me never using a monolith in a necron list). I love my core choices too much. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> Thanks again for all the help and suggestions, expecially beacuse i didnt have to tear my list completley apart. Thats always a shame when you've already paid for the models. ]]></description>
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				<pubDate><![CDATA[Tue, 4 Aug 2009 03:14:06]]> GMT</pubDate>
				<author><![CDATA[ WD40]]></author>
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				<title>Lizardmen 2250, Friendly</title>
				<description><![CDATA[ On the ranks, I've played skaven a lot and I always go with 25 to start ... Totally forgot that 20 gives you all the goods <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">  I guess with 21 you could have a nice 5x5 square, but I think you're right that 6-wide is the way to be.  Toss that <span class="glossaryitem" onmouseover='gp(536);'>TG</span> and you're back to 3x 12 skinks ...<br /> <br /> Fight the stegadon sellathon!  You can do it!<br /> <br /> Good luck with the list, hope it works for you.  Happy to help <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"><br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Tue, 4 Aug 2009 03:18:29]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>Lizardmen 2250, Friendly</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(84);'>Lol</span>! The sellathon reminds me exactly about how they try to get all the Necron noobs sold on the monoliths, because theyre expensive models and <span class="glossaryitem" onmouseover='gp(50);'>GW</span> wants to make money. THeyre not worth loosing all the room for warriors + (h.) destroyers below 2000 or 2500 pts. <br /> <br /> Yeah i was gonna bump the skinks back. I kinda wanted to do units of 10 skinks though, because of the way the sprues are set up. Looks like ill have to order some blowpipes from a bitz vendor. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> I also wanted to do blocks of 5x5 with the warriors, but thats not gonna happen so long as i like my anti-magic.<br /> <br /> I'll try. I still gotta get used to all of the rules. I ordered 1/2 of this army already, so it does me good knowing that i bought the right stuff. (Im new to Fantasy, and im taking a break from buying Necron stuff till the new Dex comes out. I still have to convert my remaining battleforce warriors to immortals, and i guess i could pick up some more h. destroyers. Then im set)]]></description>
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				<pubDate><![CDATA[Tue, 4 Aug 2009 03:25:50]]> GMT</pubDate>
				<author><![CDATA[ WD40]]></author>
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				<title>Lizardmen 2250, Friendly</title>
				<description><![CDATA[ I am just going to say that if you want to take all those Skink Preists, and power to you, you do not need more than two or three Dispel Scrolls, especially in 2250.]]></description>
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				<pubDate><![CDATA[Tue, 4 Aug 2009 03:51:50]]> GMT</pubDate>
				<author><![CDATA[ Tacobake]]></author>
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