<1000 800 point Lizardmen auxhiliaries - Warhammer 40K Fantasy
 

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!


Register Now!

User Tag List

+ Reply to Thread
Results 1 to 2 of 2
  1. #1
    Junior Member ultimatt's Avatar
    Join Date
    Sep 2009
    Posts
    23
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    1 (x1)

    800 point Lizardmen auxhiliaries

    I'm planning on adding some Lizardmen auxiliaries to my Tomb Kings, and how does this list sound:

    Scar veteran with shield

    Skink priest

    20 Saurus with full command

    10 skinks with blowpipes

    Bastilodon with solar engine

    Troglodon

    My reasons are as follows: I already have lots of magic in my TK army so I don't need that much here. These Lizardmen are from the southlands rather than lustria, and southland Lizardmen have many more war beasts than lustrians. The solar engine was because in warhammer history when the southland Lizardmen invaded nehekhara they were defeated when the Liche priests focused the sun through the gold caps of the pyramid.

    So, any revisions or tactics you would reccomend?


  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Member
    Join Date
    Dec 2010
    Posts
    231
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    19 (x1)

    Drop the skink priest. You need to use your power dice to raise skeletons, move your undead units, etc. I would give the Scar Vet some magical items.

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts