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Discussion Starter · #1 ·
Hi All

Heres my potential 3000pt army list.

I know im going to get slated for using the COC but ive got the models around so might aswell use them

Lords
Slann, BSB, Cupped Hands
X4 Ancient Disciplines - Focused Rumination, Focus of Mystery (Life) Higher State of Conscious & Becalming Cognition

Lords = 495pts

Hero’s
Saurus Scar Veteran, Blade of Tzunki , Dragon Helm, Light Armour, Shield = 143pts
Skink Priest Lvl 1, Dispel Scroll, Talisman of Protection – 105pts
(Lore of Heaven)

Hero‘s = 273pts

Core
35 Saurus with spears, Musician and Standard, Sun Standard of Chotec – 478pts (6x6)
36 Saurus with spears, Musician and Standard – 450pts (6x6)

10 Skirmish Skinks - 70pts
10 Skirmish Skinks - 70pts

Core = 1068pts

Special
20 Temple Guard & Standard & Musician & Champion, Banner of Eternal Flame– 365pts (6x4)
X6 Cold One & Musician & Standard – 240pts (6x1)
X10 Chameleon Skinks – 120pts
X10 Chameleon Skinks - 120pts

Special Total = 845pts

Rare
x4 Salamander, x4 Extra Handlers – (x2 Salamander Units)

Rare Total = 320pts

Grand Total = 3001pts
 

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Ok first off your regular Saurus cannot take a magical banner. Now I'll start with your slaan I'd reccomend getting rid of Higher State of Conciousness because hes already protected by a unit of 20 Temple Gaurd and unless you have a catastrophic miscast that should suffice and also brings me to my next point. With the points from HSoC you can get Soul of Stone which will protect you from the times you roll that 2-4.

Your heros look fairly good to me, my only recomendation would be to make him a level 2 if you could find the points.

For Core and special you have to get rid of the banner on your Saurus and use the points to buy more saurus. Also splitting your units into 3 units of 24 will work better than 2 big units, at least in my experience. Skink Skirmishers are decen but you'd probably do better if you got rid of them and bought more Cold One Cavalry because now a unit of 6 just wont cut it because now you cant rely on breaking them on the charge with the new steadfast rule. The Chameleon Skinks are good but if you find they aren;t working replacing them with some Terradon riders will work. The Salamanders are golden.
:victory:
 

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Saurus Scar Veteran, Blade of Tzunki , Dragon Helm, Light Armour, Shield = 143pts
How are you doing this? Scar Vets have a 50pt magic item limit, the blade of Tzunki is 65 by itself. A nice option here is the sword of the Hornet- Always Strikes First means much more now that you don't strike first on th charge.

With the points from HSoC you can get Soul of Stone which will protect you from the times you roll that 2-4.
Why Soul of Stone? He's already got the Cupped Hands, and takes Lore of Life, and knows all spells. just cast Throne of Vines and you've got an instant 2+ save against miscasts, as well as bonuses to all your Life Spells.
Either stick with HSoC, or Maybe give him Harrowing Scrutiny, making them terror causing (not as good as it used to be, but still nice), or just save your points for more cold ones.

Otherwise I agree with Muffinman, except about splitting up the Saurus- I use Saurus Hordes and they are magnificent, Lots of attacks and the option for reforming and going ultra steadfast whilst you bring your cavalry to the fight. I assume the Skirmish Skinks are screens, rather unnecessary when taking Lore of Life (Throne of Vines+Flesh to Stone or Earth Blood=T8 or 4+ Regen Saurus XD) and other jobs for them can be done by the Chameleons much more efficiently. Take these points and put them into the cold ones. Chameleon Skinks can basically perform the same function as Terradons (war machine hunters), except I reckon Terradons are simpler to use now that they can charge from behind their own units (True LoS FTW!), and they can make a halfway decent Flank charge to support your Saurus. Definitely more cold ones. also consider the Jaguar Standard- makes it much easier to run enemies down. Otherwise a nice, solid list.

The Salamanders are golden.
Did you know that the word 'salamander' in the Lizardmen language roughly translates as "Just like Jesus, except he's an angry, fiery acid breathing, amphibious Lizard"?
 

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I'd drop lore of life for lore of light with that many saurus.

WS 10, Initiative 10, ASF saurus are scary as hell and turn the rather useless cavalry into the hard hitting unit it should be.

I agree with dropping HSoC if you're using Temple Guard. It's never going to come into use. I'd maybe take the magic res gift or item. This gives you a nice fat 2+ ward vs sniping spels and the TG get a 4+ ward against anything else.
 

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I'll agree with coke123 about Soul of Stone, if you're taking Lore of Life no need for it, just keep casting throne of vines, give him the one that gives Magic Resistance. I personally don't like Saurus hordes because they are very hard to manuver, when they are 6x4 they dish out alot of attacks (18 with HWS and 25 with spears) and are easy to manuver. If you do decide to go with the 2 horde units I'd recomend putting them on either side of your temple gaurd and switch to Lore of Light, you will have a Saurus Battleline that gives you ws10, i10, asf and +1 attack saurus, very deadly in the games I've had so far but I've ran two blocks of 24 saurus and a block of 20 temple gaurd.
 

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Discussion Starter · #6 ·
Cheers for the replies everyone.

Ive altered my list to make it more flexiable & legal:scratchhead:

Ive left the COC in as i like the models and have got them anyway

Lords
Slann, BSB, Cupped Hands
X3 Ancient Disciplines - Focused Rumination, Focus of Mystery (Life) & Becalming Cognition

Lords = 445pts

Hero’s
Saurus Scar Veteran, Burning Blade of Chotec, Dragon Helm, Iron Curse Icon, Light Armour, Shield = 128pts

Hero‘s = 128pts

Core
23 Saurus with spears, Musician and Standard – 294pts (6x4)
24 Saurus with spears, Musician and Standard, Champion – 318pts (6x4)
24 Saurus with spears, Musician and Standard, Champion – 318pts (6x4)

10 Skirmish Skinks – 70pts
10 Skirmish Skinks – 70pts x2 (5x2)

Core = 1070pts

Special
20 Temple Guard & Standard & Musician, Champion,Banner of Eternal Flame – 365pts (6x4)
X8 Chameleon Skinks – 96pts (4x2)
X8 Chameleon Skinks – 96pts (4x2)
X6 Cold One Cavalry, Musician, Standard – 240pts (6x1)
X1 Stegadon – 235pts

Special Total = 1032pts

Rare
x4 Salamander, x4 Extra Handlers (x2 Salamander Units)

Rare Total = 320pts

Grand Total = 2995pts
 

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Their stand and shoot is particularly good as they get to roll the artillery die twice for the stand and shoot (I believe).
 

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I prefer Salamanders over razordon because of the way templates work now. Also Salamanders are even good at taking on blocks of fairly tough troops because of the -3 they have to armour saves. I'd always take at least 3 salamanders and then put in Razordons after.
 

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Their stand and shoot is particularly good as they get to roll the artillery die twice for the stand and shoot (I believe).
Well yes and no- the stand and shoot is potentially a lot better since they do indeed roll 2 artillery dice instead of one. The downside is that if either dice misfires they dont shoot at all: so the average shots goes up, but the chance of firing nothing at all also increases.

Personally I fear razordons more then salamanders... although I admit that the salamander is probably the nastier (my weightings are based on bias).
 

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If one is to run a steg, then I'd prefer a skink priest with the EOTG for all the options it provides. Also, just a thought, but I've been running my BSB with a Cold One Knight unit for Dark Elves. Save some points by running the three saurus blocks as two and then making the COK unit larger and have a magic banner and the BSB (re-roll largely eliminates the negative effects of stupidity and the cold one mount increases the armour save of the saurus warrior, then give the warrior dawnstone to re-roll armour saves and dragonhelm to add +1 more the AS and protect against flaming attacks from like Lore of Metal and something else).
 
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