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PopeAlexanderVI
02-09-2008, 06:45
I'm thinking about getting into Warhammer. After reading the rulebook/army books and talking to some friends who play I came up with this for a Lizardman army. Wanted to see what you all thought.

Obviously the goal of this list is going to be to dominate the magic phase. My Slann is going to have access to something like 7 power dice each turn, am I correct in thinking that will allow him to put out enough damage?

2nd Generation Slann with Dominion/Tepok Plaques, Diadem of Power and Sun Standard

2x Level 2 Skink Priests, 1 with Blood Statuette and other with Storm Rod

2 units of 24 Skinks with Blowpipes

30 Temple Guard with Musician

4 Kroxigar

3 Terradon

3 Salamanders

LKHERO
02-09-2008, 06:47
Drop the Kroxigors for as many Salamanders as you can possibly take :P

PopeAlexanderVI
02-09-2008, 06:47
Here's another list I was thinking in case the first one sucks.

1 Old Blood on Carnosaur

2 Skink Priests

8 Saurus Cav

2 units of 24 Skinks with Blowpipes

2 units of 20 Saurus Warriors

4 Kroxigar

3 Terradons

3 Salamanders

DarkStarr
02-09-2008, 06:56
in assuming your making 2k army list, as far as your first list goes, 7 powerdice is medium range as far as that goes, and deffinantly wont dominate the magic phase especially against dwarves or he you get shut down, I'm sure theres some items in your army that might help that some how, as far as domination in magic goes youll probably want to shoot for at least 10 power dice, or you can bring something like your second list and focus on some magic defense, but I dont know much about lizzard men on items you can bring to help that out, but as far as magic heavy lists thats what i would shoot for, gl.

PopeAlexanderVI
02-09-2008, 07:06
The Slann has 5 dice by himself, (plus he gets to roll an additional die on every cast). The Priests have an additional 2 dice each. I'm sure that I'll be giving the base 2 to the Slann most of the time.

So I definitely have more than 7 power dice total.

Hvidponi
02-09-2008, 11:33
Like always with Lizardmen, you have to decide between magic or combat, although the second list you made, can get a magic missile or 2 though each turn.... Take the skinks unit at closes to minimum size, no reason to take 24 in one unit, if you have 2 with 12 they can thier seprate ways, shoot at to diffrent units, he have twice as many units to kill (and even with 100 in a unit they will loose to almost anything)... And yes, if you wanna be beardy take all the sallies you can get... Although the Stegadon is not bad either...
Both lists are okay solid, but saurus warriors are not really worth it in competetive enviroments... Generally, if you want some versatility you buy a Slann a Carnosaurus, 2 Skink priest, 1 saurus hero, 30-40 skinks, 16-24 temple guards, 3 Terradons, 3-8 Kroxigors, 3-6 salamanders, 6-12 Saurus Cold Ones (maybe a hero on a cold one as well) and maybe 2 stegadons... All very useful and can be combine in diffrent ways... However, you coul go for saurus, they are not bad at all, just a bit to expensive, and the real problem is that skinks are just so much better... Ohh, and I would suggest to make temple guards by converting saurus... Or just use them as they are...

Of cause you dont have to buy all that, just trying to show you what unit are solid adn what size you should aim for...

Socialist
03-09-2008, 02:28
2nd Generation Slann with Dominion/Tepok Plaques, Diadem of Power and Sun Standard
- I'm assuming he's the BSB. You should add it into his gear to make sure you paid for it-

2x Level 2 Skink Priests, 1 with Blood Statuette and other with Storm Rod
- These guys are fine-

2 units of 24 Skinks with Blowpipes
- way, way too many skinks in one unit. They wont do anything but die. Better to field 'em in units of 10 (min), 60-90% with javelins the rest with blowpipes. I personally only take one with blowpipes and make 'em scout. For a 2k I give 'em some company with a unit of javelins. with more, smaller units its easier to screen, bait traps, take out fast cav and generally harass the enemy-

30 Temple Guard with Musician
- again way too many. These guys are already expensive enough without the slann in 'em, and we havn't even touched on victory points yet. Better to field 'em in units 16-21-

4 Kroxigar

3 Terradon

3 Salamanders

The rest is good. You might try to find the points for another terridon though.


your second list looks better. Again way too many skinks in one unit. do the priests and old-blood have gear? My suggestion, though it's not popular here, is make one priest a scroll caddy (2 dispel scrolls) and the other give him the diadem of power and save 2 power dice for dispel dice. It's never done me wrong in about 5 years. The cav I'm personally not a big fan of because of the amount of skinks I field it's easier to use kroxigors. But thats something you'll have to figure out for yourself. But if you do field the cav I would suggest a unit of 6 with a musician otherwise they soak up way too many points. your saurus are fielded with the perfect number, but do they have command?

PopeAlexanderVI
03-09-2008, 02:34
What do you suggest I replace the Temple Guards with? I can't have a Stegadon and the Salamanders because my Slann takes up a rare choice. And the impression I get is that salamanders are too strong not to take.

Socialist
03-09-2008, 02:49
keep the salamanders, by all means keep on keepin' 'em. their awesome!

depends on how big you want to field 'em. a unit of 16 with a slann has a unit strength of 20 same as a 20 block of saurus. that saves you 238 pts naked, if you gave 'em shields thats 252 extra pts. I'll assume there are no shields.

Now if you split up your skinks into 4 units of 10 that leaves 8 skinks homeless leaving you a total of 286 pts. with this you can add a 20 block of saurus with full command and the Blessed spawning of Tzunki which means they can move through water and take cover for it like skinks do and gives them +1 init. That costs 280 pts. the remaining 6 add a skink. or you could just add a block of 20 saurus and make a unit of skinks scout thats also 280 pts.



You might find fielding a 2nd gen. slann in a 2k is too much (points wise, and victory points wise) but thats my style. If you droped him a gen. you could make some skink units scout and maybe add more fluff to the army.

PopeAlexanderVI
03-09-2008, 05:12
Its interesting that you suggest a block of Saurus. My initial build had fewer guards and a block of saurus, but I changed it at the insistence of my WH playing friends. Their basic reasoning was that Saurus warriors wouldn't be much use because my army wouldn't need an anvil since it's so heavily based on letting the Slann cast his spells and put out 5-6 wounds a turn while he's supported by Salamanders. Everything else is either there to protect him (TG), or provide distractions/deal with specific scenarios (skinks, Krox, Terradons). To the extent that an anvil is needed it's the guards, which is why there are so many.

The reason I made the second build was that I thought it was more suited to dealing with the armies that I'm going to be facing most often (DE Beasts and VC) than the magic heavy list. I still don't know whether I want to build a list around beating what my friends are using. Or I could just go TK or Chaos Demons, some other things I've been throwing around.

Socialist
03-09-2008, 09:47
Fielding a unit that large is by itself a beautiful target for artillery, specifically cannons. Add a 2nd gen. slann in there and it becomes the largest cannon ball magnet it the world.

and if your playing VC another reason to take saurus, it gives them another target to raise dead around and try to stop which keeps more danger away from your general.

I'm convinced that the more guys and more units you have the better off you are. You drop too many pts into one badass unit and they flee, your #$@%ed. Keep the points spread out and make everything as equally threatening as possible.

Naked saurus aren't really an anvil. Run them into a 25 man block of orcs, they lock. Runthem into 40 goblins, they have a good chance of being locked. Run them into a 20-30 and growing block of skeletons that don't run, they lock. Problem with playing VC is, if their good, you'll never get to choose a battle. you either have to stop their ability to do so (mage hunting, or magic defense and lots of it) or be able to deal with it until you can kill his mages. I've heard tell of VC armies with around 18 power die at somewhere between the 2000-2.5k range.

As far as I see it everything is there to support your saurus/temple guard and your heros/lords are their to support the army. Mages to support saurus, scar-vets and old bloods to support everything with low LD (i.e. skinks, salamanders, and the stegadon). Chiefs can do that too to some extent, but they're better stuck with one unit (i.e. Sacred stegadon helm, javelin or blowpipe, light armor, shield, and maybe scout) or on their own as a cheap mage hunter (i.e. cloak of feathers, sword of might, light armor and shield).

I don't know about DE as I've never fought anyone good playing them. But for your second list you might want to drop the kroxigors and bring down the unit of cav to 6 w/a musician and add another unit of the same. This would leave you with 107 pts left. With the extra you might even want get a standard for one cav unit and give him a warbanner so more skellies drop from combat res. Add a skink to a unit and make them all scout (one with blowpipes) and give your saurus or old blood an 20 point Spawning and you're good.

Ok, sorry I'll stop being high and ranting now...