<3000 Friendly Lizardmen Army List 2500 points - Warhammer 40K Fantasy
 

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  1. #1
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    Friendly Lizardmen Army List 2500 points

    Hi guys and gals,

    I came up with this Lizardmen army off of the top off my head. It might need some tweaking here and there, but I like it. C&C greatly appreciated.

    Here we go:

    Lords
    Slann Mage-Priest - Lore of Light - 300 points (goes with the Temple Guard)
    The Focused Rumination
    Battle Standard Bearer


    Heroes
    Scar-Veteran - 134 points (goes in a unit of Saurus Warriors)
    Additional hand weapon
    Armour of Fortune
    Venom of the Firefly Frog


    Scar-Veteran - 126 points (goes in a unit of Saurus Warriors)
    Great weapon
    Light armour
    Talisman of Preservation


    Core
    X24 Saurus Warriors - 294 points (5X5)
    Full Command

    X24 Saurus Warriors - 294 points (5X5)
    Full Command

    X17 Skink Warriors - 215 points (5X4)
    Full Command
    X2 Kroxigors


    X17 Skink Warriors - 215 points (5X4)
    Full Command
    X2 Kroxigors


    Special
    X21 Temple Guard - 386 points (5X5)
    Full Command
    Banner of Swiftness


    X9 Chameleon Skinks

    X9 Chameleon Skinks

    Rare
    X2 Salamanders - 160 points
    Extra Handler

    X2 Salamanders - 160 points
    Extra Handler

    2500 points exactly.

    My thoughts are to form a battleline where the TG are in the middle with Saurus on each side and Skinks with salamanders in front to flank. Then I want the Chameleon Skinks to show up behind the enemy lines and pick high value/toughness units off.

    Again, C&C greatly appreciated

    The Centaurion

    Last edited by The Centaurion; May 4th, 2011 at 14:57.

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  3. #2
    Member feralsavage's Avatar
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    I definitely like the cheapness of the slann but as he is your only spell caster I assume that you will be throwing lots of dice for those big spells so I would definitely invest in a 'cupped hands' to avoid the eventual miscast that'll blast half your TG and slann to oblivion.

    For a strong flanking element you should think about 6 kroxigors 3x3, I have had an amazing amount of fun (and luck) with them as opposed to the rank and file skink/kroxigor. And have some minimum sized units of rank and file skinks for redirecting and baiting.

    Chameleon skinks I find are more versatile in units of 5, maybe 3 units of 5 would be ideal?

    I get the feeling from the scar veterans that they are more of an anchor to your battle line and feel that investing that many points into there survivability is not necessary, the items increase the base cost by 50% approximately. Unless your getting them for a specific niche I think a scar vet with LA+S+GW is ideal. Any of the boosts you may get from the Lore of Light should help counteract any shortfalls as well.

    Of course it's all down to playing style, gotta love the disclaimer ey? Good luck

  4. #3
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    Thank you for your advice,

    I think the cupped hands could be a very nice idea indeed, and drop the upgrades on the scar-vets to get the points, although I don't think a shield is necessary for them as they are using both hands on their great weapon. But still I have had more luck with units of 8-10 chameleon skinks than units of 5. And with the kroqs as flankers, that could be a good idea. I'll see if i can't revise the list a bit.

    Again, thank you for your reply.

    The Centaurion.

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    This is a revised version of the list

    Lords
    Slann Mage-Priest - Lore of Light - 345 points (goes with the Temple Guard)
    The Focused Rumination
    Battle Standard Bearer
    Cupped Hands of the Old Ones


    Heroes
    Scar-Veteran - 94 points (goes in a unit of Saurus Warriors)
    Additional hand weapon
    Light armour


    Scar-Veteran - 96 points (goes in a unit of Saurus Warriors)
    Great weapon
    Light armour


    Core
    X24 Saurus Warriors - 294 points (5X5)
    Full Command

    X24 Saurus Warriors - 294 points (5X5)
    Full Command

    X12 Skink Warriors - 66 points (6X2)
    Musician

    X12 Skink Warriors - 66 points (6X2)
    Musician

    Special
    X21 Temple Guard - 371 points (5X5)
    Full Command
    Banner of Eternal Flame


    X6 Kroxigors

    X9 Chameleon Skinks

    X8 Chameleon Skinks

    Rare

    X2 Salamanders - 160 points
    Extra Handler

    X2 Salamanders - 160 points
    Extra Handler

    2500 points exactly.

    The Centaurion
    Last edited by The Centaurion; May 5th, 2011 at 20:08.

  6. #5
    Senior Member TheGuiding's Avatar
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    Quote Originally Posted by The Centaurion View Post

    Lords
    Slann Mage-Priest - Lore of Light - 345 points (goes with the Temple Guard)
    The Focused Rumination
    Battle Standard Bearer
    Cupped Hands of the Old Ones


    Looks good to me. The low costs are pretty neat.

    Heroes
    Scar-Veteran - 94 points (goes in a unit of Saurus Warriors)
    Additional hand weapon
    Light armour


    I would make one of your heroes stronger. Simply since you will need to fight challenges against propped out characters.

    Scar-Veteran - 96 points (goes in a unit of Saurus Warriors)
    Great weapon
    Light armour


    Looks good.

    Core
    X24 Saurus Warriors - 294 points (5X5)
    Full Command

    X24 Saurus Warriors - 294 points (5X5)
    Full Command

    No comments up to here

    X12 Skink Warriors - 66 points (6X2)
    Musician

    X12 Skink Warriors - 66 points (6X2)
    Musician

    Are these warriors or skirmishers? If they are warriors, you need to beef up the unit. If they are skirmishers 10 is the most effective unit size in my experience

    Special
    X21 Temple Guard - 371 points (5X5)
    Full Command
    Banner of Eternal Flame


    Why this banner? And why 21 of them?

    X6 Kroxigors

    Hehe.

    X9 Chameleon Skinks

    X8 Chameleon Skinks

    These units really are too big. Why not make two units of 6 out of them? That is a better unit size, and it would get you some points for SV or Slann upgrades.

    Rare

    X2 Salamanders - 160 points
    Extra Handler

    X2 Salamanders - 160 points
    Extra Handler

    As it should be
    So I would give one of the Scar-Vets some magical weapons and maybe armour. And to pay for that I would drop the unit size of the Chameleons to 6.

    Also if you want to field the Skinks as warriors, you should better make a horde out of it, or at least a decent sized unit (think 20+). Or use them as nothing more then cannon fodder...

    I do like the cheap slann, while still keeping this army pretty strong!

    Do note that this is all personal experience, so since play styles differ... so does army setup

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    Thank you very much for your advice, gotta love when people post up your army list and goes through each unit .

    I can very well drop the chameleon skinks down to 6, as after a couple of games with this list, they really haven't don't much more than distract (very much I must say) and take on some rogue mages and warmachines.

    For the Skink warriors (they are "warriors" not "skirmishers") I use the to screen my salamanders and saurus against everything, from cannon fodder to gnoblar slap fights 0). I would drop them to 20 skinks if I were to combine them though.

    For those chameleons I have 60 points to spare. That could make one scar-vet a magic itemed (if that is a word ) challenge beast. Sword of anti-heroes popped into my mind.

    About the Temple Guard, they are 21 so that with the Slann they will get exactly five ranks . The Banner of Eternal Flame is because you never know when someone wants to charge their two Hydras or Aboms into your most powerful unit, they will regret that immensely when they find out I have flaming attacks (I have had nightmares about those BEASTS).

    -The Centaurion
    Last edited by The Centaurion; May 20th, 2011 at 20:44.

  8. #7
    Senior Member TheGuiding's Avatar
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    Hehe I know

    That is indeed the sole purpose of the chameleon skinks... distract and annoy

    For the skinks, that makes sense! I never use RnF skinks, but this might be a good way for me to start using them. I really like my skirmishers since they have that same distract and annoy. And they work magic against beast! Every 6 is a wound when shooting at them. And that comes from a unit of 10 making 20 shots. So chances are that you will make 3.3 wounds a turn. Then they take armour and ward saves, so you end up taking one wound from the beast... per unit, per turn. So thats pretty nifty for a unit that costs about 1/6 of the beast

    About the TG... yeah, I never set them up in ranks of 5, I mostly have something like 6 or 7 (6 gives the most attacks against 25mm bases i think).

    Well I think im going to use some RnF skinks tomorrow, see how it plays out!

  9. #8
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    Good to hear about the Skinks .

    The TG, I will probably drop one of them to make them 4 rank of 6. That extra rank haven't really helped that much, I would have appreciated the extra attacks more. Thank you.

    -The Centaruion

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