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		<title><![CDATA[Latest posts for the thread "The Cold-Blooded Host - 2k of Lizards"]]></title>
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				<title>The Cold-Blooded Host - 2k of Lizards</title>
				<description><![CDATA[ I'm quite new to lizardmen, this is one of my first lists. My local enviroment is quite magic heavy, as my main 5 opponents are a Vampire Counts player who uses 3 units of ghould, some wraiths and a black coach, a Chaos Mortals player who uses nurgle warriors lead by tzeentch sorcerers and Vilitch, a Khemri player with a construct heavy army, an O&G player with Grimgor and 3 mages and a Tzeentch Daemons player with Kairos and 3 blocks of horrors. The vampire player occasionally uses skaven with 2 engineers and a grey seer or dwarves.<br /> <br /> Oldblood: Light armour, Piranha Blade, Shield of the Mirrored pool and Cold One. Leads the central saurus block.<br /> <br /> 2x Scar vets: Both with light armour, one with the Scimitar of the Sun Resplendant and a Shield, one with the Maiming Shield and a Sword of Battle. Each one leads another saurus block.<br /> <br /> Engine of the Gods: <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 2, Diadem of Power. Mostly here for dispelling. Goes on a flank.<br /> <br /> 3x 17 strong Saurus block: Spears, Musicians and Banners. Kill Stuff. Go in the middle.<br /> <br /> 3x 10 Skink Skirmishers. Act as a skirmish screen/annoy enemy.<br /> <br /> 5 Cold One riders. Acts as a flanking unit, but can handle itself in combat capably.<br /> <br /> <br /> So then, any comments or critisisms?]]></description>
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				<pubDate><![CDATA[Wed, 26 Aug 2009 01:39:28]]> GMT</pubDate>
				<author><![CDATA[ Mekboy]]></author>
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				<title>The Cold-Blooded Host - 2k of Lizards</title>
				<description><![CDATA[ Saurus Warriors aren't fast enough. You need to either make the enemy come towards your Saurus Warriors (by having more ranged ability) or not take Saurus Warriors at all. Also, I'd advise you to take at least one Dispel Scroll for when you really need it (even more so due to all the magic heavy armies in your environment).]]></description>
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				<pubDate><![CDATA[Wed, 26 Aug 2009 17:02:29]]> GMT</pubDate>
				<author><![CDATA[ Airmaniac]]></author>
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				<title>The Cold-Blooded Host - 2k of Lizards</title>
				<description><![CDATA[ i like the list, however i would change up your magic kits on the characters. these are some suggestions<br /> <br /> For the oldblood I would use either the burning blade of chotec, biting blade, or the sword of might. All of these weapons allow you to get good effects for very few points. The piranha blade is nice and all but it is lacking in its armor penetration, so having something to boost the armor piercing of his attacks is going to go a long way against anything heavily armored. Also you can then take the bane head to do double wounds to a character (enemy general etc.) and you choose a target after deployment so you don't have to worry about choosing someone your not going to fight.<br /> <br /> Now for the scar vets I would give them the magic weapons that you didn't give to the Oldblood, and mount all of them on cold ones. Being mounted on the cold one is the biggest benefit you can give any saurus block, as they will no longer take any terror checks, and won't have to worry about any fear causing units mucking up the works (failed charges, crappy to hit rolls, and auto breaking). the stupidity checks suck yes, but on <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> it shouldn't matter so much, I usually only fail one per game, and my 2250 list is very similar to yours.<br /> <br /> Lastly I would look into terradons, because those rocks and march blocking can be a huge deal in any situation.]]></description>
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				<pubDate><![CDATA[Wed, 26 Aug 2009 21:39:55]]> GMT</pubDate>
				<author><![CDATA[ Bastirous666]]></author>
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