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I just purchased a nice little ( :rolleyes: ) 4000 pts army from a guy who had enough of lizards and wanted to get ride of it...
Although I played 2-3 times before, with armies of friends, I've never had/made one of my own. So I'm starting with a little 1000 pts army to keep things simple :blink: .
I would appreciate some comment! If it's bad, I'm sure I'll get lots of sarcasm, but that help, so... cool!
Here it comes:
Scar-Veteran: 163 pts
general, spawning of tepod & sotek, great weapon, light armour,
shield, Charm of the jaguar warrior, biting blade
12 Warriors: 228 pts
spears, standard, musician, champion, spawning of tepok
12 Warriors: 234 pts
standard, musician, champion, spawning of tepok & sotek
skink priest: 90 pts
level 1, dispell scroll
skink priest: 90 pts
level 1, power stone
10 skink skirmishers: 75 pts
scout, blowpipes, brave
2x 10 skink skirmishers: 120 pts
total: 1000 pts
casting pool: 4
dispel pool: 7
The plan is to set up de warriors along side with the general in the middle in front of them, while they hide behind a screen of 20 skirmishers with a total of 40 poisened darts to advance rapidly and charge the enemy.
the scouts could/should be placed in a way that they can try to take out some 'models' in a tactical way...
the dispel pool of 7 I think should make it hard for the enemy to cast any spells, as well as the dispel scroll. Second sign of amul is very welcome. Forked lightning would be nice as a second spell to combine with the power stone at just the right moment
basicly the theme is: get your boys to the other side and make sure not to let any spells get through on them...
Surviving skinks could be used to attack flanks at times of combat.
well? How would this army do against a random enemy?
You gave your General a two-handed weapon, a shield, and a magic one-handed weapon. Drop the GW or the shield/biting blade combo, can't combine them.
Are you allowed to take units with the same blessed spawing? I didn't think you could, but I'm not a Lizzie player...
I'd drop one of the three Skink units to bulk up the Saurus a little. They're your main combat units, try and get at least three ranks of 5 in each one.
That makes sence :-)
I still have to go through the rulebook. My knowledge is based on basic gaming stuff ...
I checked in the army book and there is nothing there that says one can't take a spawning more than once, as long as it is on a different unit. 1 unit may not take 2 spawnings of tepok for example
I managed to get 2 regiments of 20 warriors (4 ranks of 5) after removing 1 priest and the biting blade combo.
my dispell pool however suffered severly from it, I went from 7 to 5
I removed the power stone and only kept a dispell scroll.
I kept all of the skinks though... I think it is important for my strategy to keep those 20 poisened darts of the scouts to inflict some damage in turn 1 or 2, to try to take out some nasty freaks on the other side... My dispell pool suffered, so I'm gonna have to take the magicians out if possible...
The other 2x 10 skinks will be used as flank cover and screen to advance as rapidly as possible. I don't think one should underestimate the possible power of up to 60 poisened darts per turn?
when I get in charging range, those few surviving skinks will be very usefull to attack flanks and "ensure" me to win in combat resolution...
In the end, that's what I want this army to do... make the other ones run to their mommy
The battle starts in about 2 hours, I will post results here
i'm very curious...
Good luck, and it sounds like you should do fine. 5 DD isn't bad for a 1000pt army at all, and that pair of Saurus units should cause a lot of damage.
Yep, I got massacred
I was up against a dark elf army with as good as nothing but shooters
10 cavalry, including a general, some flyers, scouts and a bunch of archers along side two bolt throwers.
I started by letting the skinks march, covering a great deal of terrain, followed but the saurus.
Off course, with his flyers and cavalry, he was able to come within range and made one unit of skinks run, making them stop in the midst of my army, within 4" of a warrior unit.
With lizards, I get 3 dice for leadership tests and I get to remove one after the roll... Off course, I roll 3 6's <_<
One of the warrior units made a run for it as a result. When they stopped, they were within charging range of the flyers. Luckily, I rolled a rather nasty spell with the priest: D6 S4 hits and removed all the flyers from battle.
Still, this flee is what messed everything up.
2x Cavalry and scouts still where within charging range of the skinks and the general. Also, they had a beatifull open multiple, within halfe range shot
The skinks had a very good shot at both cavalry and removed one unit and killed 2 of the other 5 (off course, they didn't run )
Second turn, he had some shooting and killed lots of skinks and charged a skink unit with the remaining cavalry and off course whiped those little things away. The priest also got killed at that point.
I removed the cavalry and scouts with magic and skinks, only the general survived.
Again, some very nice shooting, but there I was... Open field of at least 25" to go and nothing but shooters and bolt throwers waiting for me and no magic to slow them done.
After the saurus fleeing in the beginning, the had a long way catching up.
All in all, I didn't do that bad. It could have been totally diferent. The position of the skinks without the general were a tactical mistake. Or the general has to follow skinks for leadership, or I have to make sure the skinks don't run towards the core army...
All in all, I think there's potential in the list