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2000 pt list, asking for advice

1982 Views 23 Replies 8 Participants Last post by  Araith
Lord:
5th Generation Slann Mage-Priest- Plaque of Tepok (joined to saurus in Palanquin formation)

Heroes:
skink priest- lvl 2, scout
skink priest- lvl 2, scout

Core:
24 skinks
24 skinks
19 skinks
16 Saurus- spears (joined to Slann)

Special:
3 kroxigar
3 kroxigar

Rare:
Stegadon
Stegadon

Total: 2004 (my hobby shop allows for up to 5 points over)

I'm new to fantasy, but I've played 40k Tau for a year and a half now. I was wondering what advice you guys could give me before I start buying all sorts of expensive models.
1 - 20 of 24 Posts
Hey buddy.

First of all i would drop a skink and make your list below 2000pts. The whole "we allow x pts over..." doesn't wash with most people.

I would like to congratulate you on the size of your skink units though! Most people want to use them in groups of 10, when they actually work better in groups of 24-30. In groups of 10 they panic too easily.

Two stegadons are scary but they may be a bit of a points sink. Remember that your opponent only has to kill five skinks for you to have to roll on the monster reaction table with a ld of 5. Even with cold blood that is not a cert by any case.

I love salamanders. They are my favourite unit in the game. I just love rolling those 10s!:D:D:D Never leave home without them!

I also think saurus are rubbish. Most GW tournament lists use them in units of about zero. They are slow, true they are tough, but generally get left behind. Also skinks are much better for their points, but i can see you already know that skinks are the way forward:D

Maybe some terradons or saurus cavalry for a bit of variation? Kroxigors are great though.

I wouldn't give the skinks priests scouting personally. Since four of the six spells from the lore of heavens don't require a range or line of sight.

Slann are great fun, but like i say he can work great on his own, give him a 2+ ward if you're worried abt missile fire.

Maybe this helps, maybe it doesn't. Its only what i think after all;)

Ciao
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I hate to tell you this, but I have the war book right in front of me and it says skinks come in squads of 10-25, not 30. I don't see the point of something that kills itself when I could have a nice T6 monster with guys on top with +2 saves. I do think that other stuff sounds reasonable. I'll use that plaque of tepok to give the mage priest Pha's Illumination if he ever winds up in CC. Here's the edited list:

Lord:
5th Generation Slann Mage-Priest- Plaque of Tepok, Divine plaque of protection.

Heroes:
skink priest- lvl 2
skink priest- lvl 2
skink priest- lvl 2

Core:
24 skinks
24 skinks
24 skinks
10 skinks

Special:
3 kroxigar
3 kroxigar

Rare:
Stegadon
Stegadon

Total: 2000

Is it any better, should I stick with the other one, or should I just make a new list?
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well i dont know the people you play with, but my friends would eat me alive for having a slann and 3 lv. 2 skink priests. with that much magic you are well past the point of cheesy. i would say drop a skink or two then if you need the power up the slann gen. a bit.

also, i don't think skinks do very well in large units. they would be far too bulky and if you had blowpipes then the skinks on the far end of the unit wouldn't be able to shoot. keep your skinks in units of 10-12. they might panic, but oh well you have lots so while one panics you have 10 more staying around.

also, on the topic of skinks is damn, you have a lot of skinks. they are good, but thats a lot. unless you are playing southlands, drop some and get something else.

also your steggys are best helping another more stable unit, like saurus. but what you could do is team up your krox and steggy into 2 seperate teams. then they will help each other.

not bad, but it looks like southlands.
i somewhat agree with stonehambey, but also somewhat not. i think that you can do quite well without a saurus unit; they are quite slow, and rather defensive, unlike most of the rest of the lizardmen army. With a skink-based force, you just need to worry about those ld tests, if you can get past them you should be fine (because you will probably be fleeing as a charge reaction alot of the time).

However, slanns are probably the best straght-out magicians in the game, and they dont really fit with this strategy either. If you are going to field one of the big toads, then you probably could really benefiet from a bunch of strong saurus blocks, while you just sit back and magic them to death. this means that your movement is not as important, and therefore you wont be wasting it.

as for the list that started this thread, on your updated list, you should have a strong magic base and will own on that front; however, i think that you might have been better off with the first one, because you arnt really going to be using your slann as part of you skirmishing, ambushing force. Therefore, i think you should stick to a more defensive force if you are going for the slann. Otherwise, if you wanna go aggro, i would suggest an oldblood on a carnosaur.
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One thing I think you should really consider is dropping a few things and upgrading your slann to 4th gen. You really don't want your magic phaze because he miscast. It has been said that 4th n 2nd are the only generations worth taking, i don't know about this but I'd say that the points it costs to not roll on the miscast table are definately worth it.
yeah i agree with evan
could you imagine your poor slann losing the ability to cast at all. yikes!
Lord:
2nd Generation Slann Mage-Priest- Plaque of Tepok, Divine plaque of protection (joined to saurus in Palanquin formation)

Heroes:
skink priest- lvl 2
skink priest- lvl 2

Core:
12 skinks
11 skinks
10 skinks
10 skinks
10 skinks
10 skinks
16 Saurus (joined to Slann)

Special:
4 kroxigar
4 kroxigar

Rare:
Stegadon

Total: 1996

Any better?
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Great slaan, whenever i get around to buyn mine that is the exact combination i plan on using(maybe add a battle standard)

one suggestion is to drop a unit of skinks to give the saurus the spawning that makes them immune to psyc(don't wanna flee to a lucky round from skeletons or something). With the extra points I'd suggest adding some skinks to the other units. You should get like one more to each maybe, not sure about exact points but it should work. With that many skinks I don't think you'd miss them 2 much. Instead of adding skinks with those points you could probably use them to make one scouting.

What equipment do you plan on using for your skinks? I suggest blowpipes if your using any as scouts and javs and shields for any one that are going to screen your units. I also like to equip the ones close to the flanks with blowpipes. Aparently statiscaly javs are better but i always find they work more or less the same and i like rolling all those dice for 2x shots.
Oops! Sorry about the mistake with the skinks!

In that case i think you should play them in units of 24-25;)

hehe

ciao
look, pay no attension to the size of the squads of skinks. It means nothing there. I'm just going to try both ways for my self. If I do give them a blessed spawning, wouldn't blessed spawning of queztl be better for the +1 to scaly skin save?
They may panic less in big groups like that but there's so many more advantages to having smaller units.
With one unit of 24 skinks they panic less.
With two units of 12 skinks they can essentially be in two places at once screen seperate units shoot seperate targets it's just much better.
12 skinks will panic in one turn consistently, it just isn't worth the risk, especially against an accurate war machine or good archers such as tomb kings skeletons.
Ya quetzl is great, I use it all the time, in fact to this day I've never used the one to make it immune to pstchology. I also have never field(ed?) a slann. If I ever do buy my slann I plan on using either a temple guard or saurus with that spawning because like i said being outnumbered by fear causers = very bad for suxh an expensive unit. Quetzl may save a casulty or two but the other spawning will ensure that fleeing and being over run just because the other unit caused fear will not happen.
Lord:
2nd Generation Slann Mage-Priest- Plaque of Tepok, Divine plaque of protection (joined to saurus in Palanquin formation)

Heroes:
skink priest- lvl 2

Core:
12 skinks
10 skinks
10 skinks
10 skinks
10 skinks
10 skinks

Special:
4 kroxigar
3 kroxigar
28 Saurus- blessed spawning of tlazcotl, spears (joined to Slann)

Rare:
Stegadon

Total: 2000

Should I drop the spears to add another Kroxigar or not?
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28 Saurus? I assume that's a mistype and that it's 16...


Tai'shar
i would drop the spears for the extra krox. i almost never use spears, you pay a lot of points for something not so great.

also, this is for when you play, make sure your saurus unit doesn't get overwelmed. if some chosen knights charged that unit and he racked up enough kills, youd be done. make sure your other units can be on the back up.

also you might want to trade in that huge unit of saurus, if it is that big, for some temple gaurd. then give your slann the totem of prophesy. with this combo you have stronger fear causing warriors, which means fear wont bother you. also you are stubborn, LD9, coldblooded, and re roll break tests. thats what i call invincible.
I did my math wrong for the last list so won't be using it anyway.

Temple Guard? But they're 17 pts each! Also, to give him the prophecy totem would be another 100 points onto my already 525 pt slann. What if someone gets lucky with a S10 weapon? That'll be my end. Besides, I think the priest would be more useful. I'll be keeping my slann in the back anyway. If there's any flyers, I'll just use Thunder Bolt to kill the squad(s), not even flyers can get to me before I have a chance to blast them (Remember, Mr. slann will be getting thunder bolt 5/6 games bc with plaque of tepok he gets and extra spell). I had 28 saurus because that would allow for 2 saurus in front of him, 2 behind, and 3 rows of 4 on either side. It seems like it'd be great in close combat. I just saw the spears as 1 extra attack for 2 pts.

Lord:
2nd Generation Slann Mage-Priest- Plaque of Tepok, Divine plaque of protection (joined to saurus in Palanquin formation)

Heroes:
skink priest- lvl 2
skink priest- lvl 2

Core:
11 skinks
10 skinks
10 skinks
10 skinks
10 skinks
10 skinks

Special:
4 kroxigar
4 kroxigar
16 Saurus- blessed spawning of tlazcotl (joined to Slann)

Rare:
Stegadon

Total: 2002

So, good? Or does it still need more work? Also, should I drop a kroxigar for 9 more skinks?
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You could drop the krox if you wish but i think the list looks great as it is. if oyu did drop a krox i would use some of the points to give the skinks the scouting ability if you haven't already.
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