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  1. #1
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    1000 pnts, casual, something different

    I have been trying to find a good, faster lizardmen army for a while. I tryed a southlands list (can probably still be seen below this post), but didnt like it much, so i decided to try out a list with some SCoR, and a scar-vet with a tepok spawning, and no saurus, because they only have four movement (i know it might be better with some added in, but the point is to make it with every model having at least 6 movement). anyways here it goes:

    1000 points, speedy Lizardmen

    Scar-Vet - 137 points
    Spawing of Tepok
    Spawning of Itzl
    Cold One
    Spear
    Shield

    11 Skinks - 66 points
    Javelin and shield

    11 Skinks - 66 points
    Javelin and shield

    11 Skinks - 77 points
    Blowpipe
    Scouts

    7 Saurus Cavalry - 245 points
    (might want mucision, but i dont think standard bearer or vet are worth the points)
    scar-vet goes here

    3 Kroxigors - 174 points
    Great weapons

    3 Terradons - 105 points
    Javelins

    2 Salamanders - 130 points
    Salamander prodders
    Fiery breath

    total: 1000 points

    Im not quite sure of exact point values, im doing this by memory, so if anyone notices something i got wrong before i get around to checking it, please tell me.


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  3. #2
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    I like the list, but the only issue I have is a lack of ranked units. My preference would be to drop the kroxigors, and add a sarus unit with the spwaning of huanuchi. Since it ignores terrain, you still get a unit that is themed. Put 16 with command and spears and they can take the charge to let some of your other units get around the flanks. Just me 2 cents
    Each man is but a spark in the darkness.
    Would that we all burn as bright.

    (5000) Black Templar, (2000) Bretonnia, (3000) Lizardmen, (2000) Cadians, (3000) Chaos Fantasy

    I really can't stay focused!

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    Quote Originally Posted by Bmn3000
    add a sarus unit with the spwaning of huanuchi.
    im not sure if i like this idea, it might still be mobile, but it still wouldnt be able to keep up with the army as well.

    Quote Originally Posted by Bmn3000
    Put 16 with command and spears and they can take the charge to let some of your other units get around the flanks.
    First off, this would be much more expensive than the kroxigors, and so i would have to cut something else. Secondly, I dont think spears are worth it ever for saurus unless they are 20 strong, and the game is 2000 or more points.

    Because of your suggestion of a holding unit, how do you think jungle swarms would do in this role? I have never used them before and dont even own any, but for this they might just be useful . i think i would also rather cut the salamanders than the kroxigors for this, i just love my kroxies . then i could get two bases of jungle swarms and some extra skinks.

    thx for the feedback.

  5. #4
    Son of LO Araith's Avatar
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    This might be an interesting experiment.

    As for the holding unit, I agree. You could opt for a smallish unit of 12 or 15 Saurus. Well, not exactly much of a real holding unit. More of a unit that can take the enemy head on.
    But your idea is an excellent one too. With their M6 Swarms certainly can keep up with the army.


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  6. #5
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    ok, so here is an updated list:

    1000 points, speedy Lizardmen

    Scar-Vet - 137 points
    Spawing of Tepok
    Spawning of Itzl
    Cold One
    Spear
    Shield

    10 Skinks - 60 points
    Javelin and shield

    10 Skinks - 60 points
    Javelin and shield

    11 Skinks - 77 points
    Blowpipe
    Scouts

    7 Saurus Cavalry - 245 points
    musicion, standard bearer
    scar-vet goes here

    3 Kroxigors - 174 points
    Great weapons

    3 Terradons - 105 points
    Javelins

    2 Jungle Swarms - 120 points

    total: 1000 points

  7. #6
    Son of LO Araith's Avatar
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    Could you squeeze in a 3rd Swarm?
    Maybe by dropping 2 CoR? Provided of course you don't expect to face a shooty army, then definitely keep the 2 CoR. But if you don't expect many losses due to shooting, you don't need the extra CoR as a small unit hits hard enough.


    Tai'shar
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    Forged in fire, bonded in ice
    Son of Fenris, Son of Russ

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    I'd drop the scout skinks and 2 CoR from one unit, and try to make a second unit of 5 CoR

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    i do expect to see some very shooty armies, eg DE gone xbow mad, and Skaven with lots of jezzails. but i also play some against vamps, O&G, and chaos, so i guess there are more non-shooty armies than shooty armies. I guess ill just change my list up depending on whom i play.

    as for dropping the scout skinks, i think i will need them to help my terradons with warmachines and such.

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    They armies you're playing against aren't exactly warmachine mad like Empire and Dwarves can be.
    I'd say your Terradons can deal with it.

    If you keep your scouts I'd let them concentrate on weaker troops and interdiction (march blocking etc.)


    Tai'shar
    Lance Leader of the LO Codex: Wasters design team



    Forged in fire, bonded in ice
    Son of Fenris, Son of Russ

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    Senior Member Teron's Avatar
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    What about the Red Host? Red Crests are just about the perfect rat killers.

    16 Red-Crested Skinks - 154pts
    Shields, Full Command
    Skavenpelt Banner

    15 Red-Crested Skinks - 147pts
    Shields, Full Command
    Skavenpelt Banner


    Movement 6, Aquatic, Forest Walkers should be mobile enough.
    The 16-skink unit can be formed into a box four wide, four deep, while the 15-skink one is probably better utilized in a five-wide, three-deep formation.

    Even though they are Skinks, these things have killing power aplenty.

    On the charge, a five-wide front of Red Crests with a Champion deals out 17 attacks ^_^
    And they hate Skaven

    The only downside is that protection is quite lacking (Shield, To2), but these are Skinks, what would you expect?
    Use Light, Beasts, Metal instead of Heavens
    NecroLords: Use at least one Death Mage
    Brets: Use Peasants&Damsels
    Skaven: Don't use Skryre SAD

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