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Hello there. I'm new to Lizardmen and I'm starting to play in a league that's gearing up for Nemesis Crown. The games are starting at 500 points and increasing an additional 500 points every 2 weeks until we are at 3000 points. Should be a lot of fun...
Anywho, I've put together the following 500 point list for my Lizardman Warband, so I'd like to see what you guys think...
Skink Priest - Level 2
10 Saurus Warriors w/ Spears and Full Command
12 Skinks w/ Scouting and 1 Brave. 6 with Javelins and 6 with Blow Guns
4 Saurus Calvary
Comes to 499 points.
What do you guys think? Any suggestions?
Thanks for looking!
I wouldn't do full command in 500 points, same thing with the brave. You can't mix a squad with blowguns and javelins to my knowledge. If they are going to scout, you'd probably be better off giving them all blow guns.
Right now your list is trying to have some of everything, nd but not a solid base of anything. If someone brings a larger formation of block warriors then your saurus aren't large neough to stand up to them, and your cavalry are not likely to break a larger unit either.
I would drop the cavalry to free up some points (and the changes to the saurus and skinks command groups) and then reinforce the saurus and maybe add another unit of skinks (small unit) for a quick screen on your saurus block.
It's hard to get variety in 500 points and not have your army torn to pieces. This is just my two cents.
I have had some experience at this points level with Lizardmen and I would recommend dropping both the cold one riders and the saurus in small games.
I would opt for 2 big units of skinks around 12 in number with one scouting and using blowpipes and then I would take a unit of kroxigor and a scar vet with jaguar charm to keep pace. Take 4 Kroxigor ideally.
This is just from my experience but I found in small points games my saurus warriors underperformed but the kroxigors were supreme, devastating on the charge able to withstand some shooting and hard to shift in combat.
Actually, I have found that Saurs blocks do well in warbands. I actually just played warbands yesterday and took 20 saurs at full command.
The skink priest is nice as most people don;t bring a wizard to counter, and if there's any undead, it's fun to be able to stop their spells and/or invocations. Also, if you take the rod of storm, it can be a helpful third spell that makes or breaks you.
The calvary have to go. They simpily cost too many points.
As you are trying to take 12 skinks with mixed weapons, make them two units and drop the brave. That way you can take both javs and blowpipes.
A lone salamander pack is nice to have, as you can deal up to 10 wounds on small sized units. And fear is nice to have.
Scar vets can be nice, but they soak up the point pool, and have a limit on equipment.
I hope this helps you out.
Thank you guys VERY much for the input and suggestions, it's VERY much appreciated. After reading your posts and doing a little more research I've put together this new warband list and I'd like to get your input...
16 Skinks w/ Blowguns and Scout
15 Skinks w/ Javelins
1 Salamander Pack
Total: 499 points
Does this seem more viable?
I personally think that you need a general to give leadership. Either that, or just kill everything REALLY dead so that you never have to take a true leadership test. Your skink screen is especially going to have a hard time with 25% casualties. Then again, your Salamander might just toast his shooters early on and save your skinks that test. It's a gamble, try it out and see what happens!
I took another stab at it...added a general...how's this look?
1 Saurus Scar-Veteran w/ Jaguar
14 Skinks w/ Blowgun and Scout
1 Salamander Pack
Total Points: 500
i would drop one skink and add armor and a GW to ur scar vet i played a 500 pt game with my friend and i know my josd wouldnt of done much with out the armor and GW just would have gotten shot to death or beaten in combat i mean his I is like 2 so hes gunna strike last anyways why dont you give him some punch:yes:
sorry for being a spoilsport here but, it's in the additional rules published by a past WD.
as for the suggestion made by flameseeker574, a JSoD is your best bet against enemy generals, chariots, monsters and your vulnerability to Magic users.