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View Full Version : 2,000 point lizardmen tournament list. poke list



gmuersch
19-02-2014, 02:56
before i write my list i want to say the general strategy i have in mind to help give you an idea of how i want the list.


my main goal for this list is to poke down and harass my opponent as much as possible, while i keep my main combat troops, saurus/temple guard, more or less in the back. in theory, once my opponent gets through all the long to medium range harass they would then have to fight full units of saurus warriors and temple guards.


now if i am playing a ranged heavy army such as empire, it would not be ideal for me to keep my combat troops out of combat, so obviously would have to adapt my strategy, but i think i would be able to handle it, still need to do some playtesting with it though.

without further adieu the list


slann mage priest + harmonic convergance ( +2 channel dice) + channeling staff + high magic = 172.5 ss


this is a pretty bare minimum slann, but it is perfect for my army. the points are better spent in other places. his lore is the only thing im not sure on. i chose high magic because it does synergize nicely with my poke and harass style with spells such as fiery convocation/ soul quench etc. while at the same time giving me some support spells like walk between worlds and hand of glory. the lore attribute is also very strong, allowing me to take a lore of life spell if i need to get some healing done.
he mainly just sits in the back, and whittles down the foe. typical slann stuff


tetto eko = 92.5 ss


here is something i am on the fence about in my army, he is an amazing support mage but him plus a slann is a lot invested in magic, and im just not sure if it is totally worth it.
he synergizes so well because of the d3 vanguard, allowing my skinks to get some early harass and because he is a beast with comet of cassandora. since most of high magic damage spells are low range, its hard to get a powerful spell off early. but with tetto eko, i can cast comet of cassandora. this spell is so good in this army imo. if i cast it on my first turn, i can place the comet right where my opponent would be if he were to move next turn. so now he is left with a choice, move up his units directly over the comet marker, or wait it out and get poked down by the other threats i have in my army. i just love the idea, but the practicality is what i need to conisder


saurus warriors x 30 + full command = 170.5 ss


self explanatory here, have a unit and try to keep them alive as much as possible until late game. they also serve as my anvil, being very good at grinding down opponents. 30 i feel is the perfect number, just enough bodies to make a fierce unit, while keeping my point cost on them down.
my only question would be how to file them, i planned on making them a hoarde, but to be honest i have never played in a tournament setting, only in my friends basement for the past year, so i am not sure what the most efficient formation would be.


skink skirmishers x 30 = 105 ss ( 3 UNITS OF TEN)


bread and butter to any lizardmen army, work especially well here because of there ability to poke down enemies and redirect charges to save my expensive units.
because of my armies style of play, i think i should run an extra unit of ten what do you think?


skink cohort x 10 = 25 ss


only purpose is to be a bunker for tetto eko,
quick question, does he get set up just like a slann would in temple guard?


bastiladon x 1 + solar engine = 75 ss
holds down the flank, buffs initiative for my troops, and pokes down enemies with laser beam. a great supporting monster for this list. i originally tried 2 but with no tetto eko but i did not like it as much. two just feels clunky and to me not worth the point value


temple guard x 17 no command = 112 ss


slann bunker plus a hammer unit for late game, pretty standard. is command something i should invest in? or is it a luxury i can cut out to save points?


terradon riders x 3 + fireleech bolas = 54 ss


warmachine hunters is there first and foremost mission. being able to drop rocks and use fireleech bolas to harass is and extra perk. they fit very well in here, but are very fragile. can they vanguard twice with tetto? i am very inexperienced with these guys so do i basically place them on the flank, vanguard to a safe position then fly behind the enemy lines and either harass or kill war machines? i feel like that is there strategy, anyway i would love to bump them up to five for more harass potential but three is a solid number.


Ripperdactyl riders x 3 = 70 ss


i am also very new to this unit as well, i planned on using them as a suicide mage hunting unit. use there marker on my opponents mage bunker, then try and fly in and killing blow it. is that a valid strategy with them? if they dont kill the mage, they can also war machine hunt. i also hear there is some sort of downside to frenzy that i am not aware of, could anyone fill me in?


ancient stegadon + sharpened horns = 125 ss


my only real answer to monsters is this guys impact hits. he also harass' well with giant blowpipes as well as playing the hammer role in my army. a real force to be reckoned with


after thoughts: i really like what i have going on here, but i would like to mention some flaws i see with it first.
first of all, i feel like i am missing a true hammer unit. i know the stegadon can play the role, but what happens if he gets cannoned down. temple guard can also do it, but i dont like to throw them in risky positions. i feel i need another unit that can really dish out the hurt. i also feel like i have a big weakness to monsters.


possible solution: take a small unit of cold one riders, accompanied with a scar vet. i really like this because they can play both the hammer unit and monster slayers. if i put them in i would have to take out tetto eko and lost some early game harass, but in trade the cowboys would fill two roles that i feel my army lacks.


thanks for reading this rather lengthy army list, i really am putting a lot of thought into this and want it to be clear why i have the units i picked. any help would be much appreciated. keep in mind i have never played in a tournament and my expirience is limited to my friends who are fairly bad and that i beat almost every time, not trying to brag but im just saying that they do not give me the best playtesting because of their lack of strategy and tactics.

Moss
20-02-2014, 00:18
his lore is the only thing im not sure on.
I recommend Wandering Deliberations. It has a good spell for every situation, especially the Shadow signature spell which can lower enemy movement. Magic missiles are nice for taking care of ethereals, and the Death spell is good for monsters.


he synergizes so well because of the d3 vanguard, allowing my skinks to get some early harass and because he is a beast with comet of cassandora. since most of high magic damage spells are low range, its hard to get a powerful spell off early. but with tetto eko, i can cast comet of cassandora. this spell is so good in this army imo. if i cast it on my first turn, i can place the comet right where my opponent would be if he were to move next turn. so now he is left with a choice, move up his units directly over the comet marker, or wait it out and get poked down by the other threats i have in my army. i just love the idea, but the practicality is what i need to conisder
All of your harassment tools are short ranged, meaning that you're putting your own troops in range of the comet. The comet is good for taking out enemy missile troops, but it will hamper your own movement just as much if cast in the middle of the board.


bastiladon x 1 + solar engine = 75 ss
I don't know - you've already got a lot of spells to throw your dice at. I don't think you need the bound spell.


slann bunker plus a hammer unit for late game, pretty standard. is command something i should invest in? or is it a luxury i can cut out to save points?
I'm usually glad to have taken command. Also, I think the unit can stand to be bigger (at least 20). You don't have as much shooting as you think you do; your combat blocks are going to need to be tough.


terradon riders x 3 + fireleech bolas = 54 ss
You probably don't need the bolas. Their main job is to drop rocks on war machines and then charging the survivors. You're not going to kill anything with (3) BS3 shots. And yeah, (3) is the best number for them.


i am also very new to this unit as well, i planned on using them as a suicide mage hunting unit. use there marker on my opponents mage bunker, then try and fly in and killing blow it. is that a valid strategy with them? if they dont kill the mage, they can also war machine hunt. i also hear there is some sort of downside to frenzy that i am not aware of, could anyone fill me in?
The gist of Frenzy is that if you can see an opponent, you have to charge it. You can take a Ld test to restrain (which isn't easy on Ld5). It can be used against you. I also use them as mage-seeking suicide missiles. They rarely kill their mark, but it's usually because the opponent alters his plan to keep his bunker safe, which isn't necessarily a bad thing.

All in all, I don't think your list has the identity you think it does. You say it's mission is to avoid combat and harass the enemy. I see only three units capable of doing so. If you're going for the combat avoidance/harassment type of list, drop some of those saurus and get some chameleons. Drop the bastiladon for a salamander or two. I think the Slann and special character is too much magic.

Just some thoughts.