Librarium Online Forums banner

New lizardmen 2000 first list

636 views 4 replies 3 participants last post by  sirkently 
#1 ·
Yo, here is first attempt at a list for the new book. Its based on what models i currently own. Though the new rules looking the way they do i'll probably splurge £50 on a stegadon and carnasaur.

What do people reckon?

Lord:

Slann Mage Priest - 460
- Becalming contigation
- Focused rumination
- Battlestandard
- War banner
- Cupped hands of the old ones
- Dispel scroll
- Bane head

Heroes:

Scar veteran - 153
- Cold one
- Light armour
- Shield
- Sword of might
- Carnasaur pendant

Skink priest - 125
- level 2
- diadem of power

Core:

15 saurus - 210
- spears
- Full command

10 skink skirmishers - XXX
- javelins

10 skink skirmishers - XXX

10 skink skirmishers - XXX

1 jungle swarm - XXX

Special:

16 temple Guard - 291
- Full command

6 cold one cavalry - 255
- Standard
- Huanchi's blessed totem

3 terradons - XXX

Rare:

2 salamanders - XXX

total: 1999

All comments and critiscism appreciated.
 
See less See more
#2 ·
I'd maybe drop the swarm for a power stone or the plaque to know an extra spell for the lvl2.

I'd trade the carnasaur pendant for something else (glyph necklace) if he's going to stay in the saurus unit (scarvet probably needs to so they can get some wounds).

Otherwise, it looks good.
 
#3 ·
Yo, here is first attempt at a list for the new book. Its based on what models i currently own. Though the new rules looking the way they do i'll probably splurge £50 on a stegadon and carnasaur.

What do people reckon?

Lord:

Slann Mage Priest - 460
- Becalming contigation
- Focused rumination
- Battlestandard
- War banner
- Cupped hands of the old ones
- Dispel scroll
- Bane head
I would move the warbanner to the standard bearer on the temple guard unit.

Heroes:

Scar veteran - 153
- Cold one
- Light armour
- Shield
- Sword of might
- Carnasaur pendant

Skink priest - 125
- level 2
- diadem of power
I would want a dispel scroll on here too.
Core:

15 saurus - 210
- spears
- Full command
Maybe a few more if you have the points.

10 skink skirmishers - XXX
- javelins
Just make these guys a normal ranked unit to save points.

10 skink skirmishers - XXX

10 skink skirmishers - XXX

1 jungle swarm - XXX
Not worth it for only one swarm.
Special:

16 temple Guard - 291
- Full command

6 cold one cavalry - 255
- Standard
- Huanchi's blessed totem
Since the scar-vet is in here, you can drop this unit to 5. Also, try to get a champ.

3 terradons - XXX

Rare:

2 salamanders - XXX

total: 1999

All comments and critiscism appreciated.
Good luck,
SirKently
 
#4 ·
Cheers for the comments.
I was also thinking of putting the war banner on the TG just reflex to give it the slann after years of doing it.

I think the swarm is a nifty little unit, can charge in an smash all 5 attacks on a wizard an eat them, makes back its points easy an will probably be ignored so likely to get its charge.

Might drop carnasur pendant, misread the rules on frenzy as a i barely encounter it. (thought unbreakable, not just immune to psychology)....

Which means i might just drop the scar veteran, but for what?
I swear there's far too much choice in the new book. Im not saying thats a bad thing, its just tricky to work out whats best/needed... And im used to the standard choice from the old one.
 
#5 ·
I think the swarm is a nifty little unit, can charge in an smash all 5 attacks on a wizard an eat them, makes back its points easy an will probably be ignored so likely to get its charge.
I think there are a couple of problems with your reasoning.

A) If I was playing you, I would never let my wizard get in charge range of the swarm.
B) I would never ignore it. It is a free charge extender that is worth VP's. I would charge it in such a way that I could overrun into something else. As you only have one, I am virtually guaranteed it will crumble against almost any unit I would send against it, and I would angle so I could hit something in the flank usually.

If you are going to take the swarm, which I would advise against as they are junk, you need at least 3. That way they have a chance of surviving the crumble to hold up a unit for at least a turn.

Swarms will only get good if in 8th edition, when it comes out, they get rid of the crumble rule. Till then, avoid them like the plague.

SirKently
 
This is an older thread, you may not receive a response, and could be reviving an old thread. Please consider creating a new thread.
Top