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Socialist
02-02-2009, 09:04
SAURUS:
FOOT SLOGGERS:
Old-blood- Hide of the Cold Ones, Great Weapon, Aura of quetzl- 247

Old-Blood- Light Armor, Maiming shield, Scimintar of the Sun Resplendent, Carnosaur Pendant- 255

Old-Blood- Shield, Hide of the Cold One, Glyph Necklace, Sword of might- 251

Old-Blood- Light Armor, Enchanted Shield, Blade of the Revered Tzunki, Bane Head- 250

Old-Blood- Shield, Venom of the fire fly frog, Hide of the Cold Ones, Aura of quetzl- 251

Old-Blood- Shield, Venom of the fire fly frog, Hide of the Cold Ones, Glyph Neclace (or Amulet of Itzl)- 241


MOUNTED:
Old-Blood- Light Armor, Maiming shield, Scimintar of the Sun Resplendant, Carnosaur Pendant, Carnosaur- 465

Old-Blood- Light Armor, shield, Horned One, Blade of the revered Tzunki- 261

Old-Blood- Light Armor, shield, Horned One, Scimitar of the Sun Resplendent- 246

Old-Blood- Light Armor, Shield, Spear, Horn of Kygor, Cold One- 299




SKINKS:
FOOT SLOGGERS:
Chief- Light armor, Shield, Sacred Stegadon Helm- 109

Chief- Light armor, Shield, blowpipe (javelin) Sacred Stegadon Helm- 117

Chief- Light Armor, Maiming Shield, sword of battle- 107



FLYERS:
Chief- Light Armor, shield, Extra Hand weapon, Cloak of feathers, Carnosaur Pendant- 108

Chief- Light armor, Shield, Cloak of feathers, Blood Statuette of Spite- 109

Chief- Light Armor, shield, Extra hand weapon, cloak of feathers, Venom of the fire fly frog- 98

Chief- Light Armor, Shield, Cloak of feathers, Dagger of sotek- 109




MOUNTED:
Chief- Light Armor, Shield, War-spear, Ancient- 384

Chief- Light Armor, Shield, Blowpipe, Vemon of the fire fly frog, Terridon- 107

Chief- Light Armor, shield, Extra hand weapon, Venom of the fire fly frog, Carnosaur pendant, Terridon- 123

Chief- Light Armor, Shield, blowpipe, venom of the fire fly frog, War drum of Xahutee, Terridon- 137

Desert Rain
02-02-2009, 16:49
No one with the Blades of Realities?
You've got to love the A9 Oldblood though!

infernus31
02-02-2009, 17:56
Personally I like the Scar veteran with hide of the cold one and a great weapon - in a unit of saurus, super tough, fear causing, chariot killing and a prime target for bears anger.

Kerill
02-02-2009, 18:04
Skink chief on foot with the staff of the lost sun, light armour, enchanted shield isn't bad either, especially since unlike the reaver bow you can stand and shoot with the staff, 3+ save in combat isn't great but it's ok for a skink. You could go for poisoned shots instead with the venom and a/hw and make sure he charges ;)

Emissary
02-02-2009, 18:45
Personally I like the Scar veteran with hide of the cold one and a great weapon - in a unit of saurus, super tough, fear causing, chariot killing and a prime target for bears anger.

Just remember that if you do get bear's anger on him he can't use the great weapon or a shield.

Dokushin
02-02-2009, 18:55
Just remember that if you do get bear's anger on him he can't use the great weapon or a shield.

True, but still worth taking -- without bear's you have 4 S7 attacks, and T6 with a 3+. Throw bears in there and you've got 7 S7 attacks at initiative order, T7, and your 3+, still.

Emissary
02-02-2009, 20:00
agreed, just bringing it up so people don't get thoughts of a S9 character dancing in their heads.

Wrathiel
03-02-2009, 01:56
fyi:

You cannot improve the save of a character on a stegadon beyond the howdah save. so buying your skink chief LA and shield wont do anything unless he outlives his ride (which will not happen).

also, Carnosaur pendant + riding a carnosaur is redundant. in this edition if your mount is frenzied, so is the rider.

Buddha777
03-02-2009, 02:05
Good rule catch by Wrathiel.


Most all around Old-Blood build I think is the following.

Old Blood (460): Carnosaur, Light Armor, Scimitar of the Sun, Enchanted Shield, Glyph Necklace

After frenzy your old blood is still putting out 8 attacks but you have a 0+ armor save and a 5+ ward, which with 5 str7 D3 carnousaur attacks makes him deadlier and more survivable than many chaos lords!

Cragspyder
03-02-2009, 04:04
Flying Skink Mage Hunters

Terradon, LA, Shield, Piranha Blade, Bane Head = triple wounds vs nominated character.

Terradon, Spear, LA, Shield, Staff of the Lost Sun, Bane Head = he is more of an all-rounder this way and you can use his high(ish) ballistic skill.

Terradon, Spear, LA, Maiming Shield, Bane Head = for a better chance of getting that necessary wound.

Emissary
03-02-2009, 12:05
Old Blood (460): Carnosaur, Light Armor, Scimitar of the Sun, Enchanted Shield, Glyph Necklace

After frenzy your old blood is still putting out 8 attacks but you have a 0+ armor save and a 5+ ward, which with 5 str7 D3 carnousaur attacks makes him deadlier and more survivable than many chaos lords!


Unless I forgot something, he has a 1+ save. 4+ scaly skin, +2 for the enchanted shield +1 for light armor = 1+ save.

Buddha777
03-02-2009, 13:55
Unless I forgot something, he has a 1+ save. 4+ scaly skin, +2 for the enchanted shield +1 for light armor = 1+ save.

Should be +1 for being mounted unless I'm thinking of some obscure rule.

Emissary
03-02-2009, 14:02
IIRC (my book is at home) you only get the +1 for being mounted on normal mounts, ie ones that you can't pick out for attacks. If you are riding a monsterous mount you don't get the +1 armor save.

Buddha777
03-02-2009, 18:43
IIRC (my book is at home) you only get the +1 for being mounted on normal mounts, ie ones that you can't pick out for attacks. If you are riding a monsterous mount you don't get the +1 armor save.

Humm well regardless 1+ armor save is damn good for what is generally a lightly armored army. With the 5+ ward I say game, set, match.

Saviour
04-02-2009, 10:23
Wouldn't the Skink Mage Hunter combo with the Piranha Blade & Bane Head cause 4 wounds against the nominated enemy? Quite powerful that is, especially against low armour mages.

Amornar
04-02-2009, 13:54
No that issue was brought up in the FAQ, which sadly said that 1 wound only equals 3 wounds

Vsurma
04-02-2009, 20:50
Which isn't that much of a problem considering most lord level mages only have 3 wounds :)

Socialist
05-02-2009, 18:37
And with 3 atks at an average str means you probably should wound at lest once. Mages tend to be real squishy.

Dead Man Walking
08-02-2009, 03:18
How about a unit of terradons with a skink chief on a terradon with a bsb and sun standard, fly in close and make them shoot at you at -2 to hit. If they are not hitting you they are not hitting anything else in your army either.

Leth Shyish'phak
08-02-2009, 19:56
Slann with focus of mystery (Lore of Death) and blade of realities. Skink Priests standing nearby hoping to get the D3 re-rolls.

Step 1: Lure said dragon into charging the Slann (shouldn't be too hard :) ).
Step 2: Cast Doom & Darkness and the D3 re-rolls spell.
Step 3: Hope for a lot of luck.
Step 4: Laugh.

Roxors45
08-02-2009, 19:59
Slann with focus of mystery (Lore of Death) and blade of realities. Skink Priests standing nearby hoping to get the D3 re-rolls.

Step 1: Lure said dragon into charging the Slann (shouldn't be too hard :) ).
Step 2: Cast Doom & Darkness and the D3 re-rolls spell.
Step 3: Hope for a lot of luck.
Step 4: Laugh.

Blade of realities says "must test on own unmodifid leadership". Key word there being unmodified. Good though though

Leth Shyish'phak
08-02-2009, 20:09
Whoops. There was me thinking that it would be Ld9 because that was its unmodified Ld, but somehow it didn't click with me that -3 was a modifier...

Dead Man Walking
08-02-2009, 20:45
If your going with blade of realities you want as many attacks as possible to increase the chances they will fail thier ldrship save. The orcs have a version of this but they only have it for shaman, and all shaman have 1 attack but savage orc shamans are frenzied so they get 2 attacks. Obviously this works better on a savage orc than a regular orc shaman.

But now you have the option of an old blood with 5 attacks and higher ws doing this. A Savage orc might kill a greater deamon on a lark, but an old blood with this can seriously achieve this goal. If you make them roll enough times you will kill them eventually.

Also things to conscider is to pump up the ability is spells that give extra attacks or rerolls. Suddenly Portent of Far and the d3 re-roll spell become much more useful on the field of battle. All you have to do is hit afterall.

N810
09-02-2009, 13:43
Don't forget that the oldblood on a carnasaur gets frenzy after the first would it causes.
so you can double the blades of reality attacks after that.


:edit oops my bad :(

Dokushin
09-02-2009, 14:07
Well, I'd love to, but isn't frenzy +1 attack? :p Mind you, +1 attack on the carnosaur for the extra D3 and +1 attack on the oldblood for another chance at setting the phaser on kill is plenty good for me...

thisisntnotjt
09-02-2009, 15:19
I'd considered BoRealities on a Carny, but it just seems like over kill. I'd rather give him extra attack and bane head. That, along with the S7 d3 wounds of the Carny should be enough to chop through almost anything.

I would think BoRealities would be much more suited for a cold one old blood in a unit with huanchi's standard. It gives him a more universal role and is much cheaper.

Reinnon
09-02-2009, 15:23
The BoR on a carnosaur is worth it imo because it is overkill, its a fairly reliable combo against pretty much anything. Unless you are really, really unlucky it will go through pretty much anything on the field, including greater demons and the invicible dark elf.

That alone makes me think that the BoR is worth the considerable investment. There really is nothing in the game that doesn't fear an oldblood who can potentially one hit targets, along with the 6 strength 5 attacks and the carnosaur.

slingersam
09-02-2009, 17:44
A good character combo is combining a slan mage priest with
the character that denies magical weapons in CC, give the
slann the upgraded ward save against shooting and the mirror
shield, also immune to physical damage and nothing can hurt
the slann not single thing.

thisisntnotjt
09-02-2009, 18:23
A good character combo is combining a slan mage priest with
the character that denies magical weapons in CC, give the
slann the upgraded ward save against shooting and the mirror
shield, also immune to physical damage and nothing can hurt
the slann not single thing.

Except combat resolution. And spells that harm that aren't magic missiles.

Entropolus
09-02-2009, 19:10
While not a particularly devastating character, a potentially exceedingly useful one might be a Skink Chief bsb on a terradon or with the cloak of feathers. Model can fly around enabling rerolled break tests where needed. I'd probably use the terradon, making him able to hide in woods if necessary. One could also arm him with the SotLS to make him more offensive or the War Drums to give him more utility use (though the marching benefits of the item would be wasted)

slingersam
09-02-2009, 20:06
Except combat resolution. And spells that harm that aren't magic missiles.

I dont know what magic that is(havent played a lot of warhammer
but if they cant cause dmg then thier wouldnt be any combat res
would thier?

Reinnon
09-02-2009, 20:47
combat res isn't simply determined by kills, its not like 40K.

While good, the mirror shield will not protect the unit from all spells, only magic missiles.

studderigdave
10-02-2009, 00:17
my characters in my 2250

oldblood
horned one
burning blade
glyph necklace
light armor
shield

my quasi JSOD from the new book

skink priest
lvl 2
scroll
diadem of power
engine

6 DD from one model (2 form pool)

skink chief
LA
SH
spear
venom of the...
terradon

adding this guy to my don unit for punch.

scarvet
LA
enchanted shield
sword of might
BSB
cold one

nothing to shocking. still miss my JSOD though :(

Dead Man Walking
10-02-2009, 00:47
The Blade of realities may be overkill but its such sweet tasty overkill. :cool:

When you slam into a greater daemon your going to wish you had this blade. How about a dragon riding Chaos lord? Even things like zombies means every hit = a kill.

Frankly there are things that can survive an Old Blood without the blade, for those things you will wish you had the Blade of Realities.

blackjack
10-02-2009, 00:54
Chance of killing a thirster (with no Obsid armor) with blade is about 32%. Thirster on his turn (assuming best ac you can get with a realities is -1 no glyph) = 1.6 wounds and even if the old blood charged second turn the thirster goes first. basicly the realities OB has a 30% chance of winning combat with a thirster if he gets the charge.

Axis
10-02-2009, 04:27
I understand that frenzy affects mounts too but i didn't realise that the mount made the rider frenzied. Is the carnosaur the only mount that gets frenzy? I know the manticore can get it but its rules are very specific that the rider gets the frenzy (exact wording is "... the Manticore and its rider are subject to frenzy...").

Seems to indicate to me that oldblood wouldn't get it. Or maybe its just GW's tendency to have vague/obscure wording.

As to topic, i thought a slaan with itxi grubs and powerstone is a pretty vicious surprise trick. If you use the extra powerdice power then you can go from 0 powerdice to casting a spell on 3 with a +3 modifier.

SabaLoth
10-02-2009, 05:51
don,t you need at least one of your own p dice for a stone ?

coalescence
26-02-2009, 21:40
Skink Chief on Terradon with Piranha Blade and Bane Head. Would that be a good kamikaze character hunter? (vs armies that rely alot on their heroes)

Jericho
26-02-2009, 21:51
don,t you need at least one of your own p dice for a stone ?Nope. The rulebook says you can use power stone even if you're out of dice.

perplexiti
26-02-2009, 22:37
I'd considered BoRealities on a Carny, but it just seems like over kill. I'd rather give him extra attack and bane head. That, along with the S7 d3 wounds of the Carny should be enough to chop through almost anything.

I would think BoRealities would be much more suited for a cold one old blood in a unit with huanchi's standard. It gives him a more universal role and is much cheaper.

IMHO there is no such thing as overkill. I hit the flank of my mates Minotaur unit with this guy the other day, there were 6 in the unit, after the charge there were none! It worked disgustingly well.

ScalySkin
26-02-2009, 23:16
Slann with focus of mystery (Lore of Death) and blade of realities. Skink Priests standing nearby hoping to get the D3 re-rolls.

Step 1: Lure said dragon into charging the Slann (shouldn't be too hard :) ).
Step 2: Cast Doom & Darkness and the D3 re-rolls spell.
Step 3: Hope for a lot of luck.
Step 4: Laugh.


Blade of Realities causes a leadership test against the models' unmodified leadership, using doom and darkness will not affect the leadership value for the blade of realities test. Good for making a unit fail the panic tests your salamander causes.

My favorite character combos are:

Lvl 2 skink priest with plaque of tepok (extra spell) and dispel scroll on EoTG - 430pts

Scar vet on cold one, light armor, shield, pirana blade - 138pts (I put him in my saurus spear block to make it a fear causing unit)

Old blood - light armor, shield, pirana blade, bane head, glyph necklace, jaguar charm - 256 pts ( a hard to kill mage killer/artillery destroyer/bowline slaughterer)

Old blood - light armor, enchanted shield, blade of realities on a carnosaur - 455pts (most devastating unit lizardmen can field in my opinion)

fracas
26-02-2009, 23:53
glyph necklace on oldblood+ carnie only protect the oldblood, right?

Amornar
27-02-2009, 01:27
glyph necklace on oldblood+ carnie only protect the oldblood, right?

You are correct sir

Loq-Gor
27-02-2009, 02:42
True, but still worth taking -- without bear's you have 4 S7 attacks, and T6 with a 3+. Throw bears in there and you've got 7 S7 attacks at initiative order, T7, and your 3+, still.

Old Blood has 4+ scaly skin and Hide of Cold one is Heavy armour, so 2+ armour even with out shield, which obviously makes it even better.

Foegnasher
27-02-2009, 02:52
what about the skink chief riding the stegadon with the stegadon lance? 2d6+1 str 5 inpact his followed up by stegadon attacks and str 6 lance attacks from the skink!

squishes units, it does. with a us10 terror causer!

SteelTitan
27-02-2009, 12:39
If you put a cold-one riding scar vet in a unit of saurus, does the unit cause fear or does it negate fear for the saurus unit?

N810
27-02-2009, 12:42
Well, it negates fear and causes a little bit of fear.

SteelTitan
27-02-2009, 13:01
What, it causes a LITTLE bit of fear? haha! How does that work game-wise?

N810
27-02-2009, 13:38
Well you would have US1 or US2 (don't have book with me) fear causers...
so the whole unit isn't causing fear. I think any unit charging you would have to take a fear test, but you aren't going to do a lot of "out numbered by fear causers".

Somebody with a book in front of them could clarify this...

Roxors45
27-02-2009, 15:32
Well you would have US1 or US2 (don't have book with me) fear causers...
so the whole unit isn't causing fear. I think any unit charging you would have to take a fear test, but you aren't going to do a lot of "out numbered by fear causers".

Somebody with a book in front of them could clarify this...

You are correct N810. A Scar Vet or Old Blood on Cold One in a unit of Saurus would transfer his own Immunity to fear to the unit. He would also force enemies to test for fear because in essence they have to charge him while he's in that unit. The US of a mounted Lord/Hero (cavalry) is 2.

Note that he transfers the Immunities and Benefits of fear but does not "grant" the ability. If he granted fear then you would have a US18 or so fear causing unit. All this is thoroughly explained on Page 78 of the BRB for Characters with Fear in a unit and Page 50 for puposes of explaining why not to autobreak from fear to this unit.

jax40kplyr1
27-02-2009, 16:04
Favorite Old Blood combo: Old Blood w/Carnosaur, LA, BoR, EC
Favorite Slann combo: FoM, FoR, BSB, War Banner, 2x PS, Bane Head

MarcoPollo
27-02-2009, 21:43
makes me wonder how to resolve the stegadon lance versus ethereal units. I think RAW would suggest that it is 2d6+1 magical impact hits. But that seems unfair, and really should only include the added impact hits as magical. So really the fairest way is to have it cause d6+1 impact hits (mundane) and d6 hits (magical). Not sure what the rest of you think.

WarmbloodedLizard
27-02-2009, 22:38
Scarvet, CO, LA, S, Glyph(or itzl), BBoC (163)

great setup

SteelTitan
28-02-2009, 07:18
makes me wonder how to resolve the stegadon lance versus ethereal units. I think RAW would suggest that it is 2d6+1 magical impact hits. But that seems unfair, and really should only include the added impact hits as magical. So really the fairest way is to have it cause d6+1 impact hits (mundane) and d6 hits (magical). Not sure what the rest of you think.

Somewhere i read that none of the impact hits are magical. The attacks from the chief were assumed to be magical indeed (his own attacks) and the item just 'grants' extra impact hits to the stegadon which are not magical.

It doesnt make any sense to me however. The effect is caused by a magic item so the effects should be magical imo...

Maybe someone cares to clarify...

Either way, im planning on fielding this baby in my 3000-3500 list (depending if i first want CO cavalry) in addition to my EOTG.

Desert Rain
28-02-2009, 10:26
In the item description it says that it counts as a (magical) lance and in addition to that it raises the stegadon's impact hits to 2D6+1 instead of 1D6+1. So I would say that the impact hits are not magical.

Spirit
28-02-2009, 11:00
In the item description it says that it counts as a (magical) lance and in addition to that it raises the stegadon's impact hits to 2D6+1 instead of 1D6+1. So I would say that the impact hits are not magical.

this is how i see it. lance is magical effect is not.

otherwise you could argue that the frenzy from the magical skavenpelt banner gives the unit +1 magical attacks. then repeat this for every magic item that benefits a unit.

does that mean thr carnosaur pendant gives magical blood frenzy whilst an actual carnosaur does not?

SteelTitan
28-02-2009, 15:15
good point :)

MarcoPollo
02-03-2009, 04:30
Now thinking about it, that sounds right. Good work guys.