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Me and some friends are going to be running a version of tale of 4 games and i have chosen to do lizardmen. I will be getting the army book next week and will shortly write a 500pts army to get back into the swing off things (havent played warhammer in some months). I was wondering are there any ideas people could give me. I have already desided i will be using a JSoD as my general bellow 2000pts but i dont think he would be smart at 500pts here is a list i was given by a friend to use in a practice match
sword of might
15 Sauras warriors
Any comments are accepted thanks throkken out.
Im always 2 steps a head and one step behind you!
Your mind is a maze and only you have the map. (I lost mine years ago.)
Your Scar Vet is perfectly fine. Nice, cheap, and effective.
As for your saurus I would recommend 2 changes.
The first is to leave off the spears, you want your saurus to be an offensive force, not defensive. Which means they should always be trying to get the charge. It also gives them the better save in CC which gives them more staying power. Spears are only effective when taking a charge, however with low initiative, and a lowered save you will lose more warriors than with HW and shields. The negates any advantage of the spears that you payed extra for (extra attacks).
The second is to make it a unit of 12 (6x2) with a musician, which is as effective and costs less points. Their Cold-Blooded makes it far easier for them to stay even without the extra rank 15 would provide. It also gives them more attacks on their frontage.
If you make these two changes to your Saurus, you save 78 points that you can use for other things, you could get a whole other unit of skinks and make one unit into scouts. Or you could get a salamander hunting pack and still have points to make some skinks into scouts
"I am the architect of fate!"
I would alter your scar-vet. At such a small points level I think you can lose the sword of might quite easily (I also happen to hate this magic item with a passion) and even the enchanted shield.
Scar-vet - LA, shield - 89
This guy sports a 2+ save in combat with 4 s5 attacks. Most characters pay through the nose to get a hero like that! At low points games, take advantage of the natural fighting capabilities of our heros and use the rest to bulk up the numbers
I agree with Stoney on the Sword of Might bit. It's a pretty crappy magic item for how much you pay for it. The extra armor save you get from HW/Shield or a GW are better options. The Saurus Scar-Vet is quite possibly the best combat hero in Warhammer so he should be mauling most things he comes across.
Thats true, if you trim down your Scar-vet like Stonehambey suggests, you could fit even more stuff into your list.
"I am the architect of fate!"