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I am very new to Lizardmen and I am looking for a fun yet effective build. This is my first attempt and I need to start to buy figures so please let me know what everyone thinks.
1 Saurus Scar-Veteran @ 144 Pts
General; Quetzl; Light Armour; Shield
Charm of the Jaguar Warrior
Sword of Might
His job is to support my other units and take out any large threats on the board. I am hoping he can do some nice damage with a high strengh and hit the flank with a quick movement.
1 Skink Chief @ 109 Pts
Scout; Quetzl; Light Armour; Shield
Staff of the Lost Sun
Giving him scout turns him into a warmachine killing unit. He is able to move quickly and with an effective range of 22 inch's with the bow and movement he can kill off anything hanging around the back. I think if there are no war manchines he can hit tougher targets or small units to make them take leadership tests
19 Saurus Warriors @ 300 Pts
Quetzl; Shield; Standard; Musician, Champion
This is the main block of troops able to take a large hit due to it's toughness. They are going to march straight forward and collide with the enemy's main combat unit and hopefully beat them senseless.
10 Skink Skirmishers @ 75 Pts
Scout; Quetzl; Blowpipe
These are the harrasment units. They are going to sit back and scout and help with all of the enemies unit's. Their main goal is to run behind the enemy and hopefully cause enough casualities with their blowguns to make them run.
10 Skink Skirmishers @ 75 Pts
Scout; Quetzl; Blowpipe
Same as the other skink unit.
10 Skink Skirmishers @ 65 Pts
Quetzl; Javelin; Shield
This is the skink screen. With the sacred host they have a resonable save and can help screen.
4 Kroxigors @ 232 Pts
These are meant to soften up thoes tougher units. They will hide behind the skinks until they need to and then charge for some fun with big weapons.
Total points: 1000
this is actually a really decent list wid hard center. but i really am concerd about ur flanks cuz kroxigors defend one side while other one is open. also the plus 1 attack on the charge goes further then +1 armor save jus to tel you if you wanna switch it around later
I acutally have slightly changed the list. I have removed scouting from one of my skink units and removed the magic weapon from my general and added a great weapon. This will allow the 2nd unit of skinks to cover my flank. 1 unit of 10 skinks and the character will now go back and harass the enemy. The extra points have yet to be spread by the str 7 of my character means 1 hit to kill chariots and with a movement of 9 he will almost always hit first. I now have some points left to spend and I am working on it. The skinks now also have shields to give them a 5+ armor save.
i was thinking that unless u play in a very non-magic enviroment 2 DD will get you no where
The Old Ones have not forgotten me!
From 1000 points if any opponent is bringing 2 wizards at lvl 2 he spends at least 200 points for them, which will be missed from combat for him...
Also if he is bringing less, then 2 DD ws 3-4 power dice should be enough.
And never forget skinks... they are the best wizard killers in miles.
The only thing I'd change in the army is the blowpipe-javelin ratio. The only skink army where I use more javelins than blowpipes is the Quetzl sacred host, mainly because the 4+ save in HTH is usually a great thing to have. Thus skinks can take on lots of weaker units, like free company or gnoblars (empire and ogre are my usual opponents) without the fear that every succesful hit will probably kill one skink. So in this army I'd use 2-3 skink javelin units.
To be honest when I play my ogres and I find out my opponent has 2DD I get excited because those games ALWAYS end in massacres.
HE lvl 2 mage with +1 spell known and a nasty bound spell is only 185 points.
Where as you can spend 90 points for a lvl1 priest with 1 dispell scroll and be over 50% more effective in magic D.
Skinks may be good mage killers but they die so very fast to a nice magic missile.
Well I have given the 2 front units of skinks javelins and shields and the one scout unit blowpipes. I think the hero skink and the single unit of scout skinks could handle a wizard. I have 24 points left when I drop the magic weapon and pick up the +2 str 2 handed weapon.
And?HE lvl 2 mage with +1 spell known and a nasty bound spell is only 185 points.
1. He dies quickly...
2. he has 4 power dice, for 3 spells, each of which is at least a 4+ to cast. Do You use 1 PD for it or 2 PD? For about 185 points I bring 3 salamanders (or 3 x 10 skinks) which are ALWAYS better than a puny wizard, whom I can always kill with just 2 succesful 6's from my blowpipes...
But if You are so afraid of casting opponents, then put 2 signs of Tepok on Your characters, and You'll get 2 dispel dice for just 40 points, and forget those pesky mages below 2000 points...
Magic is really a gamble in the 7th edition, You can have all the spells You want, and make 1 bad roll in the first 2 turns, and voila, You just lost 100-200 points. Mages have a great way to die, just one good shot from any opponent, and byebye (just one 6 from a spearchukka to hit...) I'm much more afraid as a lizardmen against high elves from 2 bolt throwers for 200 points, because they have a very nasty tendency to either kill my skinks with lots of shots, or kill my sauri with just one big... And I cannot even dispel it!
If he is running his mage solo vs skinks then yes, he deserves to die to two 6s to hit(who leaves their mages out solo when in range of bolt throwers or anything really for that matter?). And if he runs him in a unit and has any decent direct damage spell he could roll 3 die to your 2 and more often than not skinks are going to die. A HE with fury of Khaine on average will kill 5-6 skinks. If he got fury of khaine as a spell and uses it as a bound spell that one mage could kill off a unit of skinks per turn). And heaven forbid he gets off a flames of the pheonix on a skink unit. That kind of damage I'd take anyday vs skinks.
All I'm saying is that at 1000 points my ogre army's magic would rip through your skirmishers and you couldn't do much to stop it. Then again you may not fight against ogres much.
Last edited by Pinkus; June 29th, 2008 at 23:41.
Which ogre magic rips through my skirmishers? The ogres have only one spell of which my skirmishers are afraid of, and that is the str2 magic missile, which I dispel. Really, the ogre player against lizardmen has only 2 spells, which are a threat, one is the regeneration, the other is the magic missile, I have to dispel those. Other than that, my salamanders and kroxigors helped out by the JSoD and the Saurus hero on Cold One do their jobs... Sometimes I bring a stegadon, ogres also like that guy much.
I got beaten by ogres only once, in a 2000 point game, when I couldn't roll a 3+ the whole game, and could cast a spell with my slann (5+ spell with 2d6 + 1 casting...). Maybe is is my luck, but in low point games, ogres have problems, as they have a puny armor save versus my poison shots and my krokos charging through skinks. Also their mediocre Ld is a big problem, as I have to kill one member of a team, and he has to do an Ld test (for a maximum of Ld8 ), where he has a good chance to run away (I didn't calculate is, but it should be around 33%).