[2,000] Lizardmen, Magic-heavy, first attempt - Warhammer 40K Fantasy
 

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  1. #1
    The Pacifist Wargamer Quick's Avatar
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    [2,000] Lizardmen, Magic-heavy, first attempt

    Hi all,

    Despite hearing/reading that the Lizardmen are a popular or a neophyte's army, I have never actually seen one beyond a five hundred point skirmish list.
    I would like to give them a shot, as they look interesting and play differently from the Ogres.
    Thus, I have roughed-out this list. I welcome your criticisms.

    Lords & Heroes:

    Slann Mage-Priest, General, Battle Standard Bearer, deployed with Temple Guard.
    4th Generation, Diadem of Power, Plaque of Dominion, Totem of Prophesy

    Skink Priest.
    Blood Statuette of Spite

    Saurus Scar-Veteran, deployed with Saurus unit blessed by Tlazcotl.
    Light Armor, Hand Weapon, Shield, Venom of the Firefly Frog, Blessed of Sotek, Blessed of Tlazcotl

    Core:

    Temple Guard (x12), with full Command

    Saurus Warriors (x15), Hand Weapons, Shields, Blessed Spawning of Tlazcotl

    Saurus Warriors (x16), Hand Weapons, Shields, Full Command

    Skink Skirmishers (x10), Blowpipes, Scouts

    Skink Skirmishers (x10), Blowpipes, Scouts

    Skink Skirmishers (x14), Javelins and Shields

    Skink Skirmishers (x14), Javelins and Shields

    Special:

    Kroxigors (x3)

    Rare:

    none

    Concept:
    I've had it in my head for an infantry list, so that ruled out the Stegadons, Cold One Riders, or Terradon Riders. I've got, what I feel are four solid, hard-hitting units, and a good amount of Skirmishing units. The Skinks with the Javelins' role is to basically run interference for the Kroxigors.

    Edits:
    Plaque of Divine Protection changed to Plaque of Dominion
    Kroxigors reduced to 3
    Additional Skink Skirmishing unit added.

    Last edited by Quick; January 11th, 2006 at 02:03.


    WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons

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  3. #2
    Now 17% more helpful gingerninja's Avatar
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    The only thing that I would argue is the size of the unit of skinks protecting the kroxigors, and the fact that the saurus blocks have no such screen protecting them. I would suggest the following minor alterations.

    1) Drop one Kroxigor. (IMHO a unit of 3 is enough to cause massive damage on the charge, especially in the flank)
    2) Get another unit of 10 skinks with javlins and use them, for the kroxigor screen. Use the unit of 15 to screen the temple guard, as the slaan can see over them, being a large target.
    (I know this seems redundant, but the unit will act as a distraction to allow the saurus to move more freely without being shot at)

    I hope this helps :ninja:
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  4. #3
    The Pacifist Wargamer Quick's Avatar
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    Thanks for the advice, Ginger. I will implement the changes forthwith.

    I have the feeling that I'm a little low on bodies. I don't see many lists use Temple Guard, though I see the basic design of my list repeated a thousand times before in others'. I'm not that original, I guess.

    You're right that I should probably dedicate a screen to the Temple Guard, it's an awfully expensive unit to not have any interference being run for it.

    What concerns me is the general lack of anti heavy armor ability, save for the Kroxigors.


    WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons

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    you generally don't have too many bodies in this magic-heavy of a list

  6. #5
    The Pacifist Wargamer Quick's Avatar
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    OK, I have made the changes. My main battle line is now buffered by two layers of Skinks, Scouts then Javelins.

    I think it's a solid list.

    The next question, of course: is it predictable?


    WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons

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    to be frank, yes. you don't have many possible attack patterns, as both saurus and temple guard are very much marching blocks. the kroxigors can be used in combination with spells for a deadly effect, but the enemy will be watching them like a hawk.

    If I were you I would take a group of salamanders somewhere in there, because you lack the simple number of attacks in your army to drop a group like skaven/other swarmy lists. also, it adds tactical variety to you list, with moving artillery that can nicely compliment your other attacking capabilities

    I don't know if that is against your "infantry only" ban, though. and if you do take salamanders, take three. take three or none, other wise they can become fragile and unreliable. but in threes they rock the house.

  8. #7
    Now 17% more helpful gingerninja's Avatar
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    Have you ever though of going all out with the magic and using maybe the following?

    Lords and Heroes

    Slann Mage-Priest, General, Battle Standard Bearer, (deployed with Temple Guard): 660pts
    2nd Generation,
    Diadem of Power,
    Plaque of Dominion,
    Totem of Prophesy,
    Plaque of Tepok

    Skink Priest Lv1: 90pts
    Dispel Scroll

    Skink Priest Lv1: 90pts
    Dispel Scroll

    Core

    16 Temple Guard: 309
    Shields
    Musician, Champion

    10 Skinks: 70pts
    Scouts, Blowpipes

    13 Skinks: 78pts
    Javalin and Shield

    13 Skinks: 78pts
    Javalin and Shield

    Special

    16 Saurus: 252
    Shields
    Full Command
    Blessed spawning of Tzacotl (the one for dispel dice :wacko: )

    3 Kroxigors: 174pts

    Rare

    3 Salamanders: 195pts

    Total: 1996pts
    PD: 9
    DD: 8 (2 scrolls)

    Maybe this will fit your theme :ninja:
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  9. #8
    The Pacifist Wargamer Quick's Avatar
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    Wow...that's a lot of magic. Might as well bump those Skink Priests up to level two and get one of them the Blood Statuette of Spite to pop an enemy caster right off the bat.

    I'm sure it would be fun to try, but it is also very much a "all eggs in one basket" list. The thought of facing a Goblin horde with that list makes me nervous.


    WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons

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    Now 17% more helpful gingerninja's Avatar
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    Well I have used this list against a Dark Elf force and I whipped them. The salamanders tore unit to pieces using their breath, while the skinks and saurus destroyed thier normal troops.

    Magic is the way forward :ninja:
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    Quote Originally Posted by Cheredanine View Post
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  11. #10
    The Pacifist Wargamer Quick's Avatar
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    OK, I've thought about it. I've decided the Slann-based magic list is too predictable, and way too common, and thus easier to strategize against.

    I've lightened up on the magic, and punched up the combat ability. Plus, there are more numbers.

    How's this new list? (The Oldblood General is straight sick in combat )

    Lords & Heroes
    Saurus Oldblood, General, Deployed with twice-blessed Saurus
    - Blessed of Sotek/Quetzl/Tlazcotl, Light Armor, Shield, Aura of Quetzl, Scimitar of the Sun Resplendent
    Saurus Scar-Veteran, Deployed with Cold One Riders
    - Blessed of Itzl, Cold One Mount, Shield, Light Armor, Spear, Venom of the Firefly Frog
    Skink Priest
    - Level 2 Caster, Diadem of Power
    Skink Priest
    - Level 2 Caster, Dispel Scroll, Dispel Scroll

    Core
    Saurus Warriors (x15), Sheilds, Hand Weapons, Full Command
    Skink Skirmishers (x10), Scouts, Blowpipes
    Skink Skirmishers (x10), Scouts, Blowpipes
    Skink Skirmishers (x15), Javelins & Shields
    Skink Skirmishers (x15), Javelins & Shields

    Special
    Saurus Cold One Riders (x5) Standard, Musician, Jaguar Standard
    Kroxigors (x3)
    Terradons (x3)

    Rare
    Saurus Warriors (x15) Shields, Hand Weapons, Blessed of Quetzl/Tlazcotl

    Totals
    1,994 Points
    95 Models
    6 Power Dice
    4 Dispel Dice
    Last edited by Quick; January 12th, 2006 at 03:13.


    WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons

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