Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Hey all, ==Me== here.
Now that I've (hopefully) settled on Lizardmen as ==My== secondary army, it's time to get cracking on the list itself.
Slann-The Focused Rumination, Focus of Mystery, Cupped Hands of the Old Ones, Bane Head, Power Stone
Skink Priest-level 2, Diadem of Power, Dispel Scroll, Engine of the Gods
Scar-Vet-great weapon, light armor, shield, Charm of the Jaguar Warrior
Saurus-18, spears, full command
Temple Guard-16, standard, musician, War Banner
Razordons-2, +1 skink
I've got ==My== uber magic frog of doom with the Engine and Priest as defense. The Jaguar Scar-Vet is for hunting war machines, getting potentially 28" of threat range and a ridiculously good statline to go with it. Saurus and TG form primary line blocks, with Skirmishers running around to screen, bait, etc. I picked up the Cohorts as more cheap fodder, coming from playing Skaven I know the value of such cheap blocks. Krox flank and smash, while Razors and the Salamander hit a flank and threaten enemies up close and at range.
Good point on the skink priest, what would be a good item for him to add some magical punch? Plaque of Tepok looks good I think, Rod of the Storm maybe?
I've got the Cohorts as another fodder unit. That leaves the Skirmishers free to run around using blowpipes. Mostly they're points filler though.
I picked up the War Banner mostly because it's cheap and the extra CR never hurts.
I'm a big fan of the Razors and Salamanders. They run together, using the Razordons to blast out the multiple shots and the Salamander to threaten armored or ranked units. If they want to remove the Salamander, they risk getting in the Razordons' way and getting pincushioned.
The engine fared well against ==My== brother's Dwarfs (8 Bolt Thrower-a-palooza at that). The ward save kept everyone alive and with the Lore of Metal and Jaguar Scar Vet to silence them. What few bolts did land managed to snipe ==My== Priest and some crewmen
I'll do some more testing and get back with an updated list, thanks guys.
rod of storm and the plaque of tepok is probably about right. I know the RoS is only one use only, but if you choose a juicy target like dragon princes, grail knights or chaos knights and use it after he's exhausted all his dispel dice, then I think it justifys itself.
Just a few notes, What lore are planning on choosing to consituite taking the power stone, only with the lore of fire is it feasible that your going to cast every spell in a turn and need that power stone to get enough dice to cast every spell. As stated by previous posters it would be easy to cut, or switch it to an Itxi Grub.
Also a note on the charm of the jaguar warrior, you can use it early to sucker out an oppenents dispel dice allowing your other spells better chance for completetion.
I'll just comment on the rares. I've always used the old school salamanders and when the new book changed to where they shoot the flame template, I swapped over to the Razordons since they were most like the old school Salamanders. After several games, several being in the neighborhood of ten to eleveng ames, Razordons failed to even do half the job the Salamanders once did. So I switched over to the new Salamanders and I have never once doubted my decision. There have been games where it was won between my Salamanders and Slann by themselves. Salamanders are highly underrated as far as the new book and are often overlooked during games, so I can use them to destroy units, and I mean units, if possible
I think this is a very good list period.