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I'm starting a Lizardmen army and I'm looking for advice generally. 1000 pts to begin with.The only thing I'm certain about is that I want a strong combat army - something that can go wading into combat and is tough enough to stick around with it. I play Tomb Kings and Wood Elves seperately, so skirmish is getting boring for me, and I want units that don't fall apart.I'm open to advice generally, particularly in terms of character/weapon combos. I'm a blank slate when it comes to Lizardmen characters, so the best advice is very welcome.Thanks
Skink priest,lv 2,plauge of tepok, engine of the gods=430-lv3 wizard, knows 3 spells and is riding the best unit for its cost in the army
18 sarus, spears,command=222
Solid, good in every phase and no funny skirmishing buisness. Watch your flanks and you'll be fine. Don't be afraid to sacrifice the salamanders to protect the sarus's flank
Last edited by Heimagoblin; March 21st, 2010 at 16:10.
Even with your dislike of skirmishers I would suggest taking some skirmishers, they just add to much for a lizardmand army to do without. For a combat 1k army I would suggest something along these lines.
Burning Blade of Chotec
5 Cold One Riders
Salamander Hunting Pack
This is what I would suggest if you really dont want any skirmishers.
If you dont mind some at least, I would consider dropping the second unit of saurus in this list for 2 units of 10 skirmishers, then you could drop the music off the Cold One Riders and also have enough points for a unit of teradon riders.
Last edited by Phaeron Typhoon; March 25th, 2010 at 06:30.
"I am the architect of fate!"
Skink Priest: Lv 2 Wizard, EotG, Plaque of Tepok
18 Sauras Warriors: Spears
10 Skink Skirmishers
10 Skink Skirmishers
6 Sauras Cavelry: Standard Bearer
For someone new to lizardmen (and most lizardman players honestly), I suggest against 1k engine lists for a couple reason.
- If you dont take the engine you can take lots of other stuff so as to really get a feel for the different lizardmen units.
- When you take an engine at such low points, you are placing all your stakes on one model. Maybe its just me, but I dont like my whole game plan to revolve around a single model.
I'm not saying dont ever use the engine, and for those that do (even at 1k) then more power to you, its your army and you paid for it. I guess i just personally dont find the attraction of a list that primarily falls back on a single monster and hopes the enemy didn't bring any cannons, etc.
"I am the architect of fate!"
Ya i see why you say that, and for a new lizardman player they should get an idea of the units, they should be able to tell how well something will do just by reading the rules for them.
The EotG is a Lv 3 Wizard, mounted on a S6 living charriot that gives riders a 2+ As, AND 'The Burning Alingment'!
Tell me where elce you can get a Hero with all that for less than 405 pts?
Or a 90 pts bolt thrower that can kill it.
The EotG is good, but in 1000 pts it takes up so many points it will overall weaken the rest of your army.
But that list of yours above does look tasty, the engine combined with the cold one cav, jum jum jum.
Use the Stegadon and the Sauras Warriors block as a hammer and anvil.
Sauras on the dwarfs front, steg charges the side and lets off the Burning Alignment. The steg can outrun dwarfs easy so dnt let the hero in base contact.
As for the bolt thrower, The portent of warding will provide the Steg and crew with a 5+ ward save againts ranged attacks. Dnt rely on that, just a little help. With the plaque of Tepok you should get some nice 'unlimited range' spells, stay out of the 48' range of the bolt thrower if you can, and send the cavalry to deal with the warmachine. Or even the skinks.
at 1000 PTs, I say two good blocks of Saurus warriors........
if you KNOW you are going up against armies that lore of HEAVEN can be effective against, then you should consider putting a lv 2 priest on the EOTG, if equipped properly he becomes a defacto level 3 wizard in a area that most armies can't get above lv 2 with.
Truth is, Lore of Heavens is not that powerful IMHO. Even with that magic item that gives you the extra spell (to become a defact level 3 wizard) there is a very good chance you will miss out on all 3 of the only offensive spells HEAVEN offers. So that is something to consider.
Personally, at 1000 points, I'd go with the Skink Chief/Steggie/Steggie Warspear combo; or the Scar Veteran as my leaders.
So effectively, you'll be ramming 400pts into a single model, that will sit quietly in a corner for the game, occasionally popping off a lightning spell (which is still poor as dwarves have magic resistance and a good dispel chance) and hiding from a bolt thrower that could walk forward at any time and pop you like a melon. That doesn't sound like the best of plans...
That'd be like facing a 1000pt force, with the 600pt's of models you are able to spend after forking out for a useless engine. Against any decent dwarf player you'd be screwed. Sideways.