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Hi there, in June I will be going to the warhammer fantasy battle doubles tournament in nottingham and I always like to convert my armies, so needing time to make and paint the models i'm coming up with the list now. The idea is that different races can ally with each other, but i'm a firm believer that taking a list of one race is the winning combo. Last year we went for just fun, but this year we'd like to bash a few more skulls.
So with that in mind here's the rule we have to abide to when making the list:
- Each player fields 2 forces of no more than 750 points
- Each player must have at least one character that can act as the armies general.
- The entire army (so both forces) when combined must abide by the 1500 point army constraints. So no more that 1 rare between both forces, no more that 3 heros and 3 special units and at least one core in each force.
So here's the Lizardmen list we've come up with.
level 2 wizard
Diadem of power
Mark of the Old Ones
level 2 wizard
Salamander Hunting Pack x3
Saurus Scar Veteran (will be in Saurus Unit)
Venom of fire fly frog
Chameleon Skinks x10
Saurus Warriors x19
With so many skink units we can deploy them along the flanks allowing the opponent to get out his nice units so we know where they are. After this comes the Salamanders who we will try to be shootin against big blocks of infantry with 3 Artillery dice worth of hits. Next comes the saurus who will deploy behind woods etc for cover and becuase they can move through them without penalty. Finally the Chameleon skinks will deploy behind the enemy to prevent them from marching.
The skinks will move up the flank quickly picking off any skirmishers, as will the Skink Mages with any attacking magic they have. The chameleons will try to stay alive. If they see an easy target in a war machine they might go for it. The saurus will try to stay in cover as long as possible untilt they have to hit a unit. By the time they do i'm hoping that they will be very much hurtin through all the poison skink shots (140 per turn when all multishot so average of 23-24 armour saves per turn). and salamander hits. Once in combat the saurus will rip it up.
Comment and suggestions please?
If you'd like to see my write up for last years event go here! (My Warhammer Doubles Tournament Experience)
<P>The lists seem decent enough, though a squad of heavy calvary could wipe out most of your units. The one squad of 20 saurus will probably just be avoided, or smashed from the front and flanks if it comes out of the cover. Your magic and magic defense are fine. This army will really depend on who you play. Against any calvary army, your going to be hurting badly. Also RBT and Organ Guns will utterly rape you unless your chameleons kill them first turn (which is a possibility). I know I sound harsh, but I do like this list. Be sure to tell us how the tournament goes!</P>
If you need a creative idea, just ask. Im full of... stuff.
Are there any other comment or suggested changes? I would really appreciated it.
perhaps change the big block of saurus for cold one riders?
Last edited by Sammy the Squib; March 4th, 2007 at 12:49.
Aight here we go:
I like List 1 with the Skink theme. One thing I would change would be to drop the Braves from each unit of Skinks. With the extra points I would make one unit of Skinks into scouts and if you still have extra points stick a few extra Skinks into each unit.
I think List 2 could use some changes. Personally I would drop all the skinks from it and add another unti of Saurus. After the SSV and the 2x 20 man units of Saurus it will leave you enough points for something like some terradons for mage/war machine hunting if you like.
Just my $0.02.