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Raga
15-05-2008, 18:13
Hey all,

Reletively new to Lmen, but not fantasy. I've always played quite aggressive lists, so wanted something a bit more magic heavy, but an all comers list.

Slann - 2nd Gen, Plaques of Domination and Tepok, Diadem of Power, BSB - War Banner

Skink Priest - 2nd Level, Cube of Darkness, Scout

Saurus Scar-veteran - Spawnings of Quetzel and Tlazcotl, Sword of the Hornet, Enchanted Shield, Light Armour

10 Skinks - Scout

10 Skinks - Scout

10 Skinks - Scout

10 Skinks - Scout

3 Terradons

5 Chameleons

20 Saurus - Full Command, Spawning of Tlazcotl

20 Saurus - Full Command, Spawnings of Tlazcotl and Quetzl



Total - 1992


Idea is that the Saurus units deploy side by side, the Slann and the Saurus hero going in the stronger Saurus warrior unit. The Skinks and Priest deploy to irritate the enemy with extra line of sight and missile fire. Usually taking half blowpipe and half javalin on the skinks. Basically, main wondering point is if the skink should carry 2 scrolls or the cube...

And I just don't like Kroxigor, so don't start ;)

Kai Itzah
15-05-2008, 18:54
First of all, you may have to make your list exactly 2000 for it to be legal - though some opponents probably won't mind it, if you wanted to enter a tournament it would have to be 2000 exactly.

Onto the list. I like it personally, I'm shocked you were able to get the Slann, and 2nd Gen at that, in. I'm personally not sure where to go with this....I'd say that a priority would be getting a second Priest in - hm, though you have the max Hero limit because of the 2nd Gen. If you aren't going to reduce the gen. - which personally I wouldn't ask you to do - I'd drop the Scout and give the Priest Cloak of Feathers for more maneuverability for the LOS. Gehhh, I really find it difficult to see this doing well without the extra priest...I really think you need it to pull off the magic phase effectively enough to protect yourself.

Think about dropping the Terradons to bolster your Chamo Skinks, though I think keeping the Terradons is just as good of a choice. Actually, if you keep the Terradons you could consider dropping the Chamo Skinks for Salamanders to give your Saurus extra support. Other than that I wouldn't know what to suggest.

P.S. Thanks btw, seeing how you'd worked so much into the points helped me do the same with my own list. :P

Eigilb
15-05-2008, 18:58
Hey all,

Reletively new to Lmen, but not fantasy. I've always played quite aggressive lists, so wanted something a bit more magic heavy, but an all comers list.

Slann - 2nd Gen, Plaques of Domination and Tepok, Diadem of Power, BSB - War Banner

Skink Priest - 2nd Level, Cube of Darkness, Scout

Saurus Scar-veteran - Spawnings of Quetzel and Tlazcotl, Sword of the Hornet, Enchanted Shield, Light Armour

10 Skinks - Scout

10 Skinks - Scout

10 Skinks - Scout

10 Skinks - Scout

3 Terradons

5 Chameleons

20 Saurus - Full Command, Spawning of Tlazcotl

20 Saurus - Full Command, Spawnings of Tlazcotl and Quetzl



Total - 1992


Idea is that the Saurus units deploy side by side, the Slann and the Saurus hero going in the stronger Saurus warrior unit. The Skinks and Priest deploy to irritate the enemy with extra line of sight and missile fire. Usually taking half blowpipe and half javalin on the skinks. Basically, main wondering point is if the skink should carry 2 scrolls or the cube...

And I just don't like Kroxigor, so don't start ;)

i'd drop the scout upgrade on every skink uint, and a saurus blok. Then throw in 2-3 salamanders and 3-4 kroqzigors(whatever their name is). and if theres any point left, more skinks. And give your scar vet, the movement 9" item, so he can ravege skirmishers ect.

At least, that whats most ppl do.

Eigilb
15-05-2008, 18:58
Didn't see your statement on Krogs before i had posted :)

Kai Itzah
15-05-2008, 19:11
Seeing what the other guy posted, I wouldn't drop all the Scouts of the Skinks, they can be really useful - drop 2, give them Javelin+Shield and screen the Saurus' with them. Leave the Scar Veteran as he is, in the Saurus unit I assume. I'd think about getting rid of the Terradons if you do this for Salamanders, but keep the 2 Saurus Blocks - they can hit hard.

osirisisdead
15-05-2008, 19:48
First of all, you may have to make your list exactly 2000 for it to be legal - though some opponents probably won't mind it, if you wanted to enter a tournament it would have to be 2000 exactly.


Since when? That doesn't seem like what I remember from any GW game, 40k, Fantasy, or any of the specialist games... A 2000 list/battle is up to and including 2000 points, not necessarily 2000 points exactly.

Crube
15-05-2008, 20:05
In any tournament I've been in, if it's a 2K tourney, then it's up to you if you bring less. It states somewhere in the BRB that it's unlikely you'll get to exactly 2K (or3 or 4 or whatever) due to points costs, but to all intents and purposes it's still a 2K army.

As for the list, I quite like it, although from playing against lizzies recently, the units of Saurus are a little fragile. I know you need to keep your Slann safe, but I'd be preferring Temple Guard, or at least a larger unit...

Oh, and either drop the chameleons or go for a bigger unit. The phrase barn door and banjo springs to mind each time i've played them...


[EDIT - Official Mode]

Please try not to double post - there is an edit button on your post - please use it instead

Thank you

Crube

The Warseer Inquisition

Necromancer2
15-05-2008, 20:26
exactly.... you don't have to be exactly 2000pts.

I'd put the slann in with the T-guard.

Oenghus
15-05-2008, 20:53
Realistically, I find that I have a lot of trouble finding a useful place for more than one unit of scouting skinks to hide (due to LoS issues, especially as people tend to deploy in a way that makes scouting difficult when they're playing vs lizards). Anything above the first unit generally ends up 'scouting' in my deployment zone. If you're keeping the chameleons (and I would -- even if they don't kill anything you'll be march blocking and threatening mages from turn one) you won't have much use for the rest of the scouts. Make them standard walking skinks and you'll save points and keep your units alive longer.

Consider finding the points for Mark of the Old Ones for your Cube skink. Being able to reroll that 4+ will significantly decrease your stress level.

OldMagik
15-05-2008, 23:49
i'd say u don't need so many scouting units maybe two at most because you aren't gonna have enough terrain pieces to hide them all and then you'd have wasted around 20 some points. I'd also switch your chameleons for maybe a salamander and some other stuff. Chameleons are pretty good but i find that normal skinks work well enough. Like others have said try and get ur scar-vet to have jaguar that way he can deal with skirmishers because your skinks will do nothing against them rather than shoot them. I'd consider switching a unit of saurus for TG because they'll stand longer against elite infantry.

Maybe its just me but i think this list would be overrun by an army such as skaven where they can outmanouver and overwhelm your units with pure number since you only have 2 blocks of infantry. And the infantry will pull off a what? 4+ save with scaly skin shield and parry . . . in close combat. Or if they have elite units like SM or something that can cut a swath through saurus warriors with their greatswords, multiple attacks and ASF.

Conotor
16-05-2008, 00:44
Drop the pries, and drop the chamelions. turn one unit of sarri into TG, and turn your vet into a JSOD

Raga
20-05-2008, 15:23
exactly.... you don't have to be exactly 2000pts.

I'd put the slann in with the T-guard.

Only thing that puts me off T-guard is that they aren't immune to psychology. I play a high amount of people with units that cause fear, and if I were to lose (even only by one) against units that outnumber, stubborn means nothing.

OldMagik
20-05-2008, 23:07
then drop a unit of scout skinks and warbanner replace with totem of prophency and beef up some other skink scout unit and wallah fear means nothin