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Discussion Starter · #1 · (Edited)
Okay, so I've decided to finally start Fantasy, what with the new edition coming out. I've decided to play Lizards because I was obsessed with dinosaurs when I was a kid, and still am to some extent. I also absolutely love the fluff for the Lizardmen, so I committed to them. A friend of mine helped me make a list tonight. I'll be playing against Ogres and Bretonnians mostly, and I've tried to make the list reflect that to a certain extent. But I also wanted to have fun with this list, as I'm usually a very competitive player in 40k, and would like a change.

Saurus Oldblood - 466
*Carnosaur
*Light Armour
*Shield
*Piranha Blade
*War Drum of Xahutec
*Bane Head
*Talisman of Protection

Skink Priest - 115
*2 Dispel Scrolls

Saurus Scar-Veteran - 135
*Cold One
*Biting Blade
*Light Armour
*Enchanted Shield

Saurus Warriors - 305
*25
*Full Command

Saurus Warriors - 305
*25
*Full Command

Skinks - 114
*20
*Standard Bearer
*Musician

Cold One Cavalry - 325
*9
*Musician

Stegadon - 235
 

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when it comes to te old blood you cannot take 2 enchanted items and drop those sarus cavalry they r way 2 expensive and are not at all gd also you won't need the pariah blade and bane head so drop bane head i would suggest this for your old blood

old blood
carnosaur
sword of might
enchanted shield
bane head
aura of quetzel

means ogres hit you on 5's you wound them on 2's and have a 1+ save with only the 1 caster drop a dispel scroll for the diadem of power also make him a lv 2 so you can have 5 dd your saurus should take the burning blade of chotec to instead of what he has and loose the cold 1 also take 3 units of 20 saurus full command then you have the points 4 2 ancient steggadons hope that helps
 

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You should also consider giving the priest one of those steggadons for an Engine of the gods. You will get +1 power die and +1 dispel die for that. If you put the priest on an Engine of the Gods, take the amulet of itzl for him. This amulet gives you a 2+ ward save against the first wound (effectively giving your priest an additional wound).

I would drop the champions in the saurus groups and just go with musicians and standards. The champions IMO are just not worth the point cost.

An Absolute must is Terradons. At least 3. This unit is always useful. What I usually run is 3 terradons with a skink chief on a terradon (with staff of the lost sun-3 x str 5 shots with 18 inch range-throw in the 20 inches of the flyer and you have a mage/war machine hunter with a 38 inch range that is usually hitting on 3+). Not to mention 4 drop rocks on a unit you pass over (d3 str 4 hits).

I have not played vs Ogres but a Salamander might be good as well.

Lastly,

Skirmishers are awesome. Let's say you have that unit of 20 skinks as skirmishers. You have blow pipes (for 2 shots each). They normally hit on 4 but with double tap and over half range (range is 12 inches), you will be hitting on 6s. That sounds harsh, but with 20 of them, you get 40 dice to roll. On average that should be about 6 6s, all auto wounds. To me, that cheap unit of skinks will kill many higher point models.

My skink skirmishers have taken out a HE dragon as well as a beastmen Ghorgon (<-nothing else even touched this thing).
 

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arli salamanders i find are rubbish as they more often than not overshoot or undershoot and so i prefer razadons who are a nasty surprise when a unit goes 2 charge them as a unit of 3 ckucks out about 30 shots on average hitting on 4's also engine of the gods is a bit hit and miss would say no and have the cross bows as with 1 caster he won't get much through and the abilities are not a major plus 2 the army against ogres/bretonnians
 

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I have not played the razadons yet, but that seems promising for them. The trick with salamanders is to get a unit with more than 1 and get a flank attack on your opponent to maximize the hits across (hopefully) more than 1 unit.

I am still fairly new to the game and have not faced Ogres yet (not sure of their strengths yet).

I will proxy my sallies as razordons in my next game to see if I like them better.
 

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I looked it up a few minutes ago. The difference seems to be that for close up attacks, you want the barbs, but at a medium distance, use a salamander. I wish the barbs were poison though. I like me some poison darts/barbs.
 

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Yeah I wished that too but it sux they dont. Razordons are much better because at least you know your shot gets in. Plus they get to roll the artillery die twice when charged so with a block of three your cutting any unit down to size. Ive been able to even make a charging unit panic. Theyre fun and pretty much like the old Sallies.
 

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Discussion Starter · #11 ·
I appreciate all the feedback, guys. After pouring over that and conferring with a friend of mine, here's what I've come up with:

Saurus Oldblood - 436
*Carnosaur
*Light Armour
*Shield
*Burning Blade of Chotec
*Bane Head
*Glyph Necklace

Saurus Scar-Veteran - 145
*Cold One
*Piranha Blade
*Light Armour

Skink Chief - 122
*Terradon
*Light Armour
*Staff of the Lost Sun

Skink Priest - 140
*Level 2
*Cube of Darkness

Saurus Warriors - 238
*20
*Hand Weapons/Shields
*Musician
*Standard Bearer

Saurus Warriors - 238
*20
*Hand Weapons/Shields
*Musician
*Standard Bearer

Skink Skirmishers - 112
*16

Cold One Cavalry - 280
*7
*Huanchi's Blessed Totem
*Musician

Terradon Riders - 90
*3

Stegadon - 235

This brings the list to 2001 points, which is fine because my group never really cares about 1 or 2 excess points. Suggestions?
 

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skirmishers are not anywhere near as good you rqank up an inch apart and have a 45 degree arc only advantage is a free reform and skinks would die horribly unless you took about 60 of them in ranks then they have stubborn against units with less ranks but 60 versus another small unit my moneys on the small unit
 

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i have to agree with cheese :( the new rules have DESTROYED skirmishers :(
 

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I actually havent read the parts for skirmishers so i couldnt say anything about it. Skinks usually do suck in combat that why you put kroxs in with them because it increases their unit strength and gives the unit fear and its cheap. A unit of 16 with 2 kroxs will have unit strength 22, usually screwing up most units for only 190 points.
 

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I'm not sure on the skirmishers yet. With the 7th edition, they are one of my most valuable units. With the free reform at the end of the move, there are possibilities for their use (to tie up a unit).

Let's say, you have a unit of 24-30 skinks (with blowpipes). At the end of your movement, you reform in a row of two (as they can shoot from the second rank). At 24, that is 48 shots that suffer from only the move and shoot (if that). Could be hitting at 5 and poison at 6. When the charge happens (stand and shoot or flee). Not much different from my current strategy with skinks.

Granted, I think it would work that way in 8th edition.
 

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You could always go with 32 skink cohorts with 4 krox in the unit.
That would look like this:

ssssssssss
skkkkkkkks
ssssssssss
ssssssssss

With the horde rule, that would give you 10 hits from skinks on the front, and third rank (supporting hits) for a total of 20 plus the 12 hits from the krox and the stomp (last of course) attack. Plus the unit causes fear and when an enemy unit fails the fear check, they are at WS1. I think it will be interesting to check this out.
 

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alot of people are excited about the horde rule, but i just dont see how its going to work. you need small units or else your heading in a straight line the whole time and get flanked like no tommorow.
 
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