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Starting Lizardmen

2K views 23 replies 9 participants last post by  Gar Loq 
#1 ·
I'm starting lizardmen and I have some questions on how I should go about my army. My first question is this: are carnosaurs worth it? It seems as though in every aspect putting your old blood on a cold one is a much better buy. The carnosaur has 4 attacks at strength 6, which is good but it is also over 200 points. A cold one can increase the riders armour save to negatives and is much, much cheaper.

At first I am going to try getting a 1000 point list. About how many saurus warrior regiments should be used in 1000pts.. I was thinking two fully decked out 20 man regiments.

Next, Im pondering how many units of skinks I should buy. I'm thinking maybe 2-3 units with javelins and shields to march in front of the saurus and maybe one unit of scouts with blowpipes to mess up my enemy.

I am totally at loss from their, because I would like to use some skink priests because from what i have heard lizardmen have some of the best magic casting abilities in the game, but I'm not sure to either take 2-3 skinks or take 5 cold ones and a scar veteran on a coldone joining them.

My friend will be playing a fast chaos army (slaneesh) so I don't know very much about them. Any tips on how to get around their jaw-droppingly fast calvary and infantry would be helpful.

And from how it seems from the magic items list, lizardmen characters can be one of perhaps the best one on one fighters with items like bane head or piranha blade.

Do all characters in a chaos army count as demons, and if so would giving my scar veteran a blade of realities and a bane head confer a 4x wound amount on any successful wound inflicted on his character? Plus I'm guessing chaos usually have crazy ward saves to boot. Another good combo would seem to be a great weapon and a bane head, which is also cheaper and allows me to get more magic items, but I can't use a shield that way, and I would like to have high durability since my character will only have 2 wounds at t4.

In the case of his army would it be better to even try and compete with his speed, and make a more defensive army, or try to match his speed? And also how is his army with magic or defense against magic?

Any help will be much appreciated, thank you.
 
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#2 ·
first post! welcome to librarium, i hope you enjoy your time here.
as with many questions on this forum, they've already been answered. to your question on the carni: http://www.librarium-online.com/forums/showthread.php?t=32603
skinks: http://www.librarium-online.com/forums/showthread.php?t=33560
in general: http://www.librarium-online.com/forums/showthread.php?t=7796
in 1000pts, two 16 man units should be fine. but if your over your points cap, don't be afraid to trim some upgrade of the saurii. they're tough, they'll be fine without something fancy.
a lot of LM magic power comes from the slann. without the slann you don't have a weak magic phase, but it's not as dominating. so you need a skink priest or two, but save room for scar vets.
fast calv just means they'll come to you. spend more time thinking on how to set yourself up, as you won't get many movement phases to correct yourself. if you set up right, when they come to you, you can take them.
yes, an old blood can be an amazing character. and personaly i belive this because of the attacks he can make. some characters have 3 S10 attacks. which is useless as when is S10 needed? and he still his on 3+, meaning he hits 2, kills 2, and still loses combat from rank alone. with almost 10 attacks, an old blood can carry a combat, sometimes on his own.
here's the chaos tactica: http://www.librarium-online.com/forums/showthread.php?t=27306
it prolly will include your question on characters being demons, what a fast army really is, and special tweeks of the god of pleasure (can't spell his name).
hope it helps, and sorry if anything is wrong, don't play LM myself.
 
#3 ·
if you want to try and match his speed dont bring saurus in a 1000pt battle they are expensive and points would be better spent on fast things like terradons and saurus calvary as you will want to move fast and your saurus will get left behind

but i think going defensive will be best in which your ideas are fine as long as you have flank protectors to make sure you dont get out manuevered
 
#4 ·
as iron loki siad welcome to the forum,
i am new to lizaqrdmen two but have got good on them straight away ill awnser the best i can so here goes!

1) in my opinion , no carnisaurs arnt worth it . but it depends on different peples style of play , if you really love big monsters and gorging through troops on it then its for you , but , if you prefer to have more troops and have your general safely tucked in a unit of saurus then dont take it ( i personally prefer the slann blowing things up !)

2) it depends on how you like to play again, i usalaly use 2 squads of 15 saurus wioth 2 scar vets 1 in each .2 20 man units is a bit costly for 1k i would stick to 16 ( or 15 if scar vet is in there )

3) well again, it depends on how you like to play . definatly use as little skirmish units running round the side then poisoning stuff. i genrally use blow pipes but thats your choice.
or if you have a skink priest use a unit top gaurd him. i use 2 units of 10-12 in 1k unless i really want to go skinky

4) as i siad earlier i use 2 scar vets with light armour and great weapon and sometimes spawningof tepok if enemy is magicy. and i use 1 skink priest with level 2 . in 1k lizardmen arnt very magicy leave it for 2k when you can get that nice big 2nd gen slann to cuase your opponent to fear your army ( hehehe )

5 ) it will be tricky to defeat slannesh as they are strong fast and potent. my advice isd to use some skinks to go round the sides try to kill some of their o so expensive warriors and knights then rear charge them. and at the front either skink screen ( i dont genrally use till 2k though ) some nice units of saurus with juicy scar vets that have good armour save . ( they then should be able to defeat those evil slannesh in a challenge ) and the saurus will hold their own. to help them krox on the flank helps . and rather then try to beat them at magic just take the spawing of tepok for more despell dice and i level 2 skink priest. this should genrally dro those slanesh.

6 ) o yes, great killers take a scar vet with light armour , main=ming shield , scimitar of the sun and watch those oposing troops fall as the scar vet has 7 strengh 5 attacks a turn ( i liove this combo) and for duling take bane head , pirana blade enchanted shield light armour . and that should kill even those of khorne in combat .

7 ) no, not all characters just the demon characters ( lol ) . but thier are many great and cost effective combos out thier. in 1k thier wont be a good armour save and ward save unless they spend loads on it and if they do aviod it. o and this combo works . there are many though

scar vet
great weapon
light armour
+1 spawing thing

this makes 4 strengh 7 attacks a turn ( chariot killer ) with a 3+ save.

8 ) dont try to match the speed of slanesh its a waste of time. make more defensive flanky army.

like they will get in combat quick but thier are few of them , they are vunerable to flank charging ( kroxs rule at this they break them ) and are more fragile as slanesh.
use skinks to take oyt some then rear chrge saurus with 4+ can take thier charges
kroxs will flank and kill. and he will have decent magic go magic defensive .


hope this helps although as i siad i am new too any more experienced slann add more.
 
#6 ·
One of the great things about the LM is that there are so many different ways to play with them. Carnasaurs can work wonders as long as you remember what it is and what it isn't (namely, a dragon). That said, I prefer more cheaper things in armies (for a LM army anyway... :rolleyes: ), and I would take only an oldblood on foot for most armies, if not two scar-vets. Even still, 1000 points is only half what is required to field a lord in the first place, so don't even worry about it untill your warhost grows a bit. I wouldn't recommend mounting your scar-vet, as cold ones are too fragile untill you become very confident in your skills. For the battle against chaos, I would go with one or two units of 16 saurus, some kroxigor, maybe a unit of sallies, and lots of skinks. IMHO skinks are some of the most versatile critters in the game, as they are cheap enough to be used as shields, but tough enough to be a threat in medium to large numbers. You can use scouting blowpipe skinks to slow down his units so your saurus/krox/sallies can get into the best position and javelin skinks to tie down him down so you can get the charge. You can put your scar-vet in a saurus squad or (a fav tactic of mine) give him bs of sotek, magic weapon, and the charm of the jaguar warrior and let him run around the table wreaking havoc. As for magic, you should probably take a lv 1 skink priest or two with d scrolls as Slaanesh has some nasty magic, but without a slann don't try to be offensive with magic as it will probably be a waste of effort. As I said above, cold ones are extremely tricky (I still have trouble with them sometimes) as they have great offensive ability, but are costly and have a (relatively) weak save. Besides, if your opponent is as fast as you make him out to be, you will not need cavalry anyway. That's just my two cents worth though, and there are probably more experienced LM players who might disagree with me.
 
#8 ·
I dunno if salamanders would be any good against chaos. They are heavily armoured, and costing 65 points each I don't see them earning their points pack. What would be the best way to deal with a heavy calvary chaos army in 1000 pts?

Oh and I like the idea of skinks and poison can be great but once againt not very good againt chaos because everything he has is heavily armoured.
 
#9 ·
choas tin cans footsloggers and mounted are both heavily armoured yes, but surely an army isn't made up of them purely. and sallies are fast, you can get around them to torch marauders or what not.
again, not everything is heavily armoured. and even if it is, so what? that doesn't mean it's not worth anything for not having AP. you'll just kill less, but you always will, and your kills will just be worth more. it evens itself out in the long run. no accuratly, but definitly doesn't make things like skinks worthless.
 
#10 ·
Should I go with a three sally pack on one flank, perhaps a krox unit of 3 screened by some skinks, and a saurus regiment in the center of perhaps 20 in a thousant point battle?
 
#11 ·
the magic number for saurus blocks seems to be 16, though i wouldn't be surprised to find this is due to their being sold in a box of 16.
aggainst chaos krox would likely be a good choice. their just all round great ogre-sized models. though the skink screen should be kept an option, not a static upgrade. with chaos's lack of shooting skinks become less useful as screens. mayhaps consider some other roles for them, such as setting up a charge.
in 1000pts you might be able to get both krox and sallies. krox for the tough guys, and keep sallies on the same flank as mobile artillery, covered by the krox/skinks, then torch anything sub-chaos armoured.
2 units of saurus wouldn't be wrong, and would make a great holding base for the krox/sallies to later charge.
 
#12 ·
Loki is right, against Chaos skinks aren't needed as screens. But scouts with blowpipes will be a great asset.
And I wouldn't take 2 units of 20 in 1k. 2 units of 16 are fine. Besides, his warrior units will probably only be 12 or 16, maybe 15 strong. So you don't need 20 anyway.
Kroxies will work well too, bashing heads without fear of being swarmed. and as mentioned before, sallies vs marauders is good.
And just like kroxies, a scar-vet with a great weapon will diminish their saves beautifully.


Tai'shar
 
#14 ·
dwarf, in that other topic (about the spears on the saurus) you said it's dumb to use spears because it negates the second attack of the saurus.

I've seen other topics about that. Is it really so hard to understand? The rules say that, with spears, the second rank gets one attack. It says nowhere that the first rank only gets one attack.
So it doesn't negate the second attack of the saurus. The front rank fights normally (in the case of saurus, A2/model) and the second rank gets one attack.
That's 3 attacks per front model, 2 of his own and a 3rd by the second rank.


Tai'shar
 
#16 ·
Choas well talk kroxigors for sure they will surley keep any unit of knights and warriors away on a 1000pts battle although saurus are good they will probabley wont survive a charge from the chaos knights. although saurus scar vararans are very good agianst a chaos charge they hit a 4 and wound om 2, but with the chaos armour save of 1+ you scar-vatarn may kill on or two. keep our saurus as core, but buff up your heros with the BS of Quetzil and Tepok inorder to make sure that u have good magic defences. skinks are always useful, they always cause problems, i would recomend 2 units of 11 keep blowpipes so u have alot of shots. anyways your bread and butter is poision so count on that. take two scar vatarns and level 2 skink priest with diadem of power. from my experience a level 2 wizard is useally able to get one or two spells off a game and if u draw a nice no armour save lighning or comet the your opponent is in for a big suprise. so this is your army 3 kroxigors two units of saurus 2 units of skinks 2 scar vatarns and 1 level 2 skink priest. remeber of those kroxi 's 9 strenght seven attacks can be deadly to any one. don't take carnasourus waste of points tust me a old blood is better with the charm of the jaugar if u want mobility. chaos is hard to play agiant but remeber that his units are also expensive so the more u can kill the better. I played lizardmen since they first came out on the 6th edition and let me say that lizaedmen should not have alot of probalems agians chaos. although you ve got to plan slowly and try to get your bread and butter units into the right p[osition Ps never take skink heros unless u play someone with alot of shoting like empire they only work in the most rare situations
 
#17 ·
You have the option to delete your second post at editing it.

And the Scar-vet in a Saurus block will be useful. If you give him a great weapon he has S7, which means goodbye beautiful Knight save. And he has 4 attacks, so you'll probably kill 2 or 3 per turn.

And dwarf, maybe the diffeerence between 2-3 attacks isn't as big as 1-2 attacks, an extra S4 attack won't hurt you, far from it. And if your front Saurus are slain, your second rank can still fight.
So it's perfect for bait blocks and anchors which you want to have charged by your opponent's hard-hitters.


Tai'shar
 
#18 ·
Kroxigor88, welcome to librarium, i hope you enjoy your time here. but holy crap could you work on your spelling/grammer/sentence and content structure? i could hardly get through it, and only picked up some details. i think you mentioned taking the blow pipes, the more shots the better, but more shots also means more to hit negitives, and blow pipes quickly add up to hitting on 7+, negating the poision ability, what you said yourself was what made them so good. javlens are poisioned too, and they'll at least hit, even with less shots.
spears just seem more offensive, more attacks, more losses on your side. just pick your preference on fighting style, and there you go. personaly i have to agree with Araith on this, one AS won't make a big diff, might save a sarus or two. meaning you'll get an extra 2, maybe 4 attacks due to surviving models. but if your front rank is whipped out, still having those 5 high S and WS attacks is great.
 
#20 ·
would skinks make good speed bumps? i was under the immpression that skinks could be chaged, beaten in one turn and over run. measuring pretty close to a movement of just marching.
another on skinks, would they really take down units on their own? i thought they worked more as support troops, helping to widdle down troops, plus being generaly irratating, do they really 'chop down' troops?
 
#21 ·
They have a supporting role. Against units with low or no saves, skinks with blowpipes can be devastating (if the dice gods are pleased). Like FC, skaven slaves and chaos marauders. Further they can take on small scout units of 5 models etc. A lone wizard. So occasionally they can do serious harm, but mostly their role is supportive.


Tai'shar
 
#22 ·
Iron Loki said:
would skinks make good speed bumps? i was under the immpression that skinks could be chaged, beaten in one turn and over run. measuring pretty close to a movement of just marching.
another on skinks, would they really take down units on their own? i thought they worked more as support troops, helping to widdle down troops, plus being generaly irratating, do they really 'chop down' troops?
Well... no.

Scouting Skinks will be out of sight, meaning they get at least ONE round of shooting without getting charged. You are not allowed to charge something that is out of line of sight, but the skinks can still shoot them. So the enemy can either be a dumbass, and turn his expensive knights toward the skinks one turn, and charge them the next, and maybe overrun them and run in the complete wrong direction, OR they can ignore them, not being able to march, and getting shot in the back by skinks.

Regardless of how little the skinks kill, they still annoy and distract the living soul out of the enemy, making them priceless little buggers.

I may have one 15 skink unit as scouts with blowpipes, and depending if I have enough points 15 skinks to shield the kroxigors with javelins and shields. I will also have a 3 salamander hunting pack, 3 kroxigors, and a 16 - 20 saurus warrior regiment with a scar veteran in it. I will also do a skink priest to provide some magical protection and pop off one or two spells during the game that could so some damage, like the lightning spell that does d6 s4 hits ignoring armour (against knights).

How many skink priests would be good in a 1000pt game against chaos slaneesh? Is one skink priest upgraded to lv2 worth it? A dispel scroll? Gimme some feedback mi compadres (im not hispanic)
 
#23 ·
wouldn't you be a dumb ass already if all you had where expensive knights? instead of ignoring them, you could just attack them with one of your smaller support units.
Adalihcne, if your going to quote someone, could you be more specific what your quoting. quoting the whole post but answering like a line of it gets confusing.
 
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