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hey there, i've been toying around with lists for lizardmen in the new edition, but they never seem to satisfy me. this list is the first of which i think i can win battles with. it's not that i'm going to tournaments with this army, but i do want to win game with it in the lokal places and have fun.
slann, focused rumination, focus of mysteries, soul of stone, cupped hands, bsb, huanchi's blessed totem
scar vet, armour of fortune, great weapon
17 saurus warriors, full command
18 saurus warriors, full command
12 skink skirmishers, brave
12 skink skirmishers, brave
20 temple guard, full command
5 terradon riders
i've got 4 points left, so if you see something that can be changed for something better please tell me. any other comments are welcome.
I would drop the braves and a couple skinks from each unit to up your units of warriors. Put the totem on the temple guard standard bearer.
Everything else looks good.
I am right 94% of the time, why worry about the other 3%.
Pretty solid list. I will deliver my comments through questions:
What Lore is your Slann taking?
Do you find Soul of Stone necessary? Would you consider swapping for Becalming Cognitation?
Do you find Terradons that effective? Particularly in such a large 'shoot-at-me' unit? Have you tried chameleon skinks?
Do you need the Braves in the skinks? Or units of 12 rather than 10? Dump the points in Saurus instead?
Wow. Questions are dumb. I'm not making a post of questions again...
ok guys, first, thanks for the comments, i think i can use them very well
@ sirkently: i think i can see why it makes sense to put the banner in the TG instead of with the slann. if he would die by any weird things(cannon, miscast), the banner would be last.
@ kroxigor01: i will answer all the questions (i think0
1) i totally forgot, i thought of the awesome combo of 3 blocks of saurusses with WS and I 10 and ASF, all sponsored by the more awesome lore of LIGHT, but i'm not really sure of it, maybe some tactical advice can help me here. otherwise i don't really know which lore i should take.
2) i don't find it necessary, but very handy. of course i do have the cupped hands, but i also have found out with my HE that casting irresistibles is quite a normal daily thing to do, and cupped hands can only be used once.
3) maybe 5 is a little to big, i'll take 4 and beef the SW up with the left points.
4) i'll make 2 units of 10 skinks, and the left points will also be spent on the SW
so, now i'll have two units SW, one of 20 and one of 21.
(btw) : i agree, questions are a little dumb
Sirkentley and kroxigor01 have made almost all the comments I would have made. They are on the money.
On top of that all I can add is to recommend lore of light as you've already mentioned. Lore of light counters most of the lizardmen's army's weaknesses, namely initiative. I cant recommend it enough.
I'd defo swap soul of stone for becalming as you get to roll on the miscast table before deciding wether to use cupped hands, so if you roll a miscast thats nots to bad (8-9) then you wont need to use it. Becalming really boosts your own magic defense.
If you have any spare points, get the luck stone for your scar vet. Its really handy against cheeky wounds from rank an file troops.