Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Hi, I'm a Dark Elf player and I'm interested in playing Lizzardmen as my second army. Why? I just love the models so cute lizzies oh and since my friends almost have all the other armies xD
I would like to start up a 1000 point army. I'm not so fond of magic and was wondering is a lizzardmen army dependant on magic? Or can they hold their ground with CC just fine?
I've read though the armybook quickly and saw alot of different units. And I was wondering what units should I add to the battalion?
20 Saurus Warriors
10 Temple Guard
8 Saurus Cavalry
What I would rather not have is a 1k list with 3 blocks of infantry and 2 heroes in it. I'm used to being agile as a Dark Elf player and would like to have some tricks up my sleeve.
What you guys think is lizzardmen a suited army for me? ^^
Lizards do not depend on magic. Get a priest give him the diadem of power and a scroll and that is 5 dd and a scroll but you only can cast with the army dice and leave the skink priests dice for the diadem. A couple tricks well you could have an almost entirely cavalry list with kroq gar
Daemonic cheese-how? Well, you would need to start with daemonic milk, i guess...
Definitely don't need to go the magic route with lizardmen. Saurus heroes are fine in 1k games, though as goliath said, you will want the requisite priest.
Some units to consider adding for tricks:
Terradon riders- a unit of 3 with there drop rocks ability could confound a few people.
Razordons- A couple of these guys could put the hurt on anyone silly enough to charge them.
Skink Chief on stegadon with the war-spear- This can put the hurt on just about anything, but it is kind of expensive at 1k games.
Welcome to lizardmen,
I am right 94% of the time, why worry about the other 3%.
Liazrdmen have several different paths they can take without being a magic-based army. Saurus Scar-Veterans make excellent low point game generals due to their good stats, I'd recommend getting one to go with your Saurus Cavalry. Depending on the path you want to take, another unit of 20 Saurus Warriors could do you some good in putting some more solid strength to your army.
Though your not looking to get much into the magic phase with your army I still think you should get a skink priest for some magic defense. Equipped like goliath said and you'll have a pretty good magic defense especially in a 1k game.
Warhammer 40k: Blood Angels, Imperial Guard, Grey Knights, Space Lizards (wolves), Kroot, Witch Hunters, Dark Eldar
Warhammer: Lizardmen, Empire, Vampire Counts, Brettonians, High Elves, Skaven
I'm getting more and more excited about the lizzards
I will add the skink priest for magic defense, I'll be playing against VC, Skaven and OK against all three I like magic defense.
Saurus Scar-Veterans will do as 1k heroes, perhaps take 2 Saurus Scar-Veterans and 1 skink priest or is this too much for 1k?
What would be a nice list could you guys give me a example 1k list how would you make it?
I doubt you'll have points for 3 characters at 1k. In fact, I'd only put 1 character in at 1k if I could. The skink priest is fairly cheap for magic defense.
If you're really worried about magic (hard to imagine at 1000pts) get the banner of "makes my enemy wizards stupid" and stick it on a stegadon bsb or on your cold ones.. That will foible VC and OK magic all by itself for the most part. Skaven is a bit tougher, but their sheer numbers are always going to be problematic.
I say you're going to want more skinks, but that's just me. The rest of the battalion box is fine. I'd just use your extra cold one riders as a saurus on horned one or something to save you some dough. I don't know what you'll do with temple guard at 1k.