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Nubl0
28-06-2012, 21:03
Slann 365
lvl 4 life,tepok,bsb


scar vet 161pts
cold one,light arm,gw,venom,dawnstone

scar vet 135pts
cold one,light arm,gw,charmed shield,sword of might

25 suarus 305
full cmd

25 suarus 305
full cmd

20 templeguard 429
full cmd,flame banner

2 salamanders 150

2 salamanders 150

Players are fairly competitive around my part, anyway this is my first draft. Need some pointers from people to tweak it before I buy the remaining parts. I have the slaan,saurus,tg and 2 sallies. I also got spare riders to make the scar vets. Bit sad I couldn't fit in any chamo skinks.

Brolaski
28-06-2012, 21:11
The only thing that can hurt you that I can think of is not having skinks. Those poison attacks really help against monsters, which is what would be your biggest problem at the moment. Otherwise, very solid looking list to me.

Nubl0
28-06-2012, 21:12
Aye, I might drop 10 saurus and combine them into one unit of 40 then get some skinks in there.

dms505
28-06-2012, 22:11
Keep the units separate, 40 is overkill. Saurus can hold for a long time with 20-25. I'd drop a few Temple Guard. They should just be a heavy bunker and not rushed into combat anyway.

Nubl0
28-06-2012, 22:14
Eh Tg smaller than 20 sounds iffy to me, just begging to be 13th'd as it were.

Moss
28-06-2012, 23:15
Some thoughts:
I would drop a saurus from each unit and run them 6x4 to take advantage of their two attacks.
To make room for skinks, I would drop the second scar-vet (the 135pt one). You can get two units, or maybe a unit of skirmishers and a unit of chameleons. Another way to make room for skinks is to drop a salamander. Yeah they're awesome, but you don't really need four. Three is often more than enough. OR, maybe run a single unit of 30 saurus and use the leftover points for skinks. Either way, you need at least a unit of them.
Don't drop TG. 20 is a good number.