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!
I have a decent amount of Lizardmen models but no theme for my army as of yet. I figured it was time to sit down and figure out what it is that I want to do with this army and get a list started.
First things first I figure with the Lizardmen I should mainly go for magic phase domination.
Second goal should be hand to hand combat.
Which models should I focus on in order to create a 2k army list with these goals in mind? An example list would be great! Which units to take and which ones to avoid would be more realistic(along with reasons why).
Would appreciate any tips and tactics that anybody has to share.
Generally you have it in you two options and your theme will swing around them.
First thing is your general;
if your going combat then its an Oldblood with a Scar Vet (possible BS and then one or two Skink Preists to get the magic off your back.
if you go magic dominate its a Slann with Skink Preist on an Engin of the Gods and either a Scar Vet to balance out with a bit of combat or more preists or even a SKink cheif.
Depending on how you go with your lord determins the type of army and units you will be able to take in order for your army to work best.
For instance, if you take a Slann you will probably take between 16-20 Templeguard with a magic banner, make the Slann a BSB with a magic banner, take and EotG to boost magic phase, with extra dice and levels for the skink on top and its affects for the rest of the army, ward etc. this will leave if your lucky between 1200-900pts with which to make the rest of your army which you should think about both supporting your main temple guard unit, most likely with saurus, but also some combat speed like a unit of cavalry, maybe with some skinks to boost numbers of your army. then you need some wild cards which may come as terradons, razadons, salamandas, possibly kroxigor (in or out of skink units) possibly even another stegadon if thats what your going for.
The combat army is generaly easyer to master but lacks as you have often a poor magic phase compared to magic heavy armies, but this can be made up in the shooting phases as often there will be more points free for wild card units.
First decide on if your lord is on a carnosaur or foot or coldone. A carnosuar has the punching power but the cold one will give a +2 boost to your armour, and can sit in both foot and cavalry troops, the down side is stupidity which can be negated by the magic item version but that will eat into what other magic things you can take. On foot is still pretty good but as in a combat army you need to bring your arms to bare quickly for best results speed is essential.
once again i would suggest an engin of the gods, making a lvl2 skink riding it effectivly lvl 3 for dice generation and give him 2 scrolls, this is alot of points that could be spent elsewhere so the other option is to take 2 skink priests one with diadem and a scroll, make him lvl 2 so he can save 2 dice, and the other only needs to be lvl 1 probably with 2 scrolls.
last hero can either be a support Scar Vet or a skink chief with war spear on ancient stegadon, or maybe a terradon if you have a unit for him to hide in.
Unit wise you want a big unit 8-10 saurus cavalrywith full command, or two small cheap units 5-6 without fc. Terradons speed will be good for getting flanks and early attacks on enemy war machines and lone characters, but blocks of suarus will hold your center. back these up with kroxigor and stegadons to open flanking opertunities should the suarus get charged, and skink skirmishers can act well to block line of site to the suarus for a turn or two whilst they march up, after that if they are still alive run them into terrain to contest table quarters or to get in the way of enemy units. Stegadons, not the ancient type could be quite useful as thier bows will give you a little more shooting power making up for the loss of magic in the army. Salamanders or razadons on the flanks could be usefull picking up any fast cavalry, and in a unit of 3 are nice in combat against small units with a charge of 12 inches and at strength 5.
hope this helps a little, though im sure someone will have better combinations of units.
General is going to be a Slann, once I get one. And of course I have no Temple Guard as of yet either. I figured that I would be needing both of these for this army so no worries. Good to have a number to work with. 16-20 Temple Guard, that is do-able in a short amount of time.
I do have two brand new Stegadons so the EotG will not be a problem once I put it together.
As for the rest of the army...no Cav as of yet but would certainly not mind getting some as my main backup to the Temple Guard. Regular Saurus will need to do until I can get some. On second thought, after talling up some points costs...Cav will probably not be affordable since the slann, temple guard, and eotg(all FULLY loaded) cost 1420 pts and I have no core units as of yet.
Well I could take 1 unit of 20 saurus loaded, 2 units of 10 skinks one with a kroxigor and fit 5 cold ones with champion and the magical banner into the army and come in just under 2k.
So something like this?
Lord: Slann with BS, 100 pts of items and 2 disciplines.
Hero: Skink Priest lv 2 with 50 pts of items and EotG.
Core: 20 Suarus loaded.
Special: 5 Cav with champion and standard, magical.
1 Kroxigor with a unit of Skinks.
Rare: Ancient Stegadon for EotG.
It is late, or actualy early now, so my math may be off but that should be right at 2k and is legal. Could trim some points by not taking the full amount of magical items on some of these guys. Could probably trim enough to add another priest or maybe a scar-veteran.
Not a fan of those skinks but need the cheap core unless somebody can come up with something. That the best that can be done for a army that is supposed to dominate the magic phase and focus on hand to hand after that?
saltrock36 thank you for the advice and for explaining.
Slann + temple guard + priest with EOTG should be round 1100.
2 x 16 saurus with spears and full commands will be 444.
2 x 10 skink skirmishers 140 points
which will leave you 300ish points to work with.
Cav is always nice, though I love the steg with blow pipes. another squad of saurus + 1 more of skinks is possible. or a L2 priest on foot.
Don't spend 1400 points on slann + EOTG. 1100 is already too many eggs in one basket but that can't be helped, 1400 is overkill.