Austin Becht
08-29-2013, 03:35 PM
I'm returning to Fantasy after a several year break playing 40K like there's no tomorrow. I'm new to Lizardmen, but I know relatively how they play. I had some professional help building this list, but I want more opinions. I haven't had any games yet, but here's my list. Note that this list is more for playing against people at my local store rather than tournaments.
Lords: 17.8%
Slann Mage-Priest: 445 points
-Becalming Cogitation
-Harmonic Convergence
-Focus of Mystery
-Channeling Staff
-Battle Standard Bearer
-Standard of Discipline
This guy is meant to act as the anchor to my army. Being my general and BSB along with being a level 4 caster, he's kinda my main man, I mean toad. The Standard of Discipline makes him Leadership 10. Leadership 10 with Cold Blooded? Count me in. The Becalming Cogitation helps me hamper my enemy magic, while Harmonic Convergence coupled with the Channeling Staff might give me some extra dice to help me dominate the magic phase. Plus, Loremaster of High Magic isn't bad, especially considering I will always have Hand of Glory to help buff my sluggish Saurus.
Heroes: 6.2%
Skink Priest: 90 points
-Dispel Scroll
Skink Priest: 65 points
These two are going to take the Lore of Beasts. These guys are meant to buff my Saurus units along with fill my requirement for a Skink Character to restrain my Saurus. They are also useful for allowing my Slann to gain threat range with his magic missile and direct damage spells. and, of course, one of these dudes acts as my Scroll caddy.
Core: 28.4%
50 Saurus Warriors: 570 points
-Musician and Standard
-Spears
My big block. This thing is just meant to be a blender when up against other enemy units, especially considering Predatory Fighter.
10 Skink Skirmishers: 70 points
10 Skink Skirmishers: 70 points
These units are meant to act as bunkers for my Skink Priests, and can use their shooting to whether down targets for the Saurus assaults. In desperate situations they can also be used as chaf.
Special: 26.9%
36 Temple Guard: 524
-Musician and Standard
This is my second block, also a good blender and a bunker for the Slann. While i don't really want my Slann in combat, considering my Skink Priests would hate it more, and the fact that I can send my damaging spells through them, it isn't really that bad.
Bastiladon: 150
-Solar Engine
This is meant to be a buffer for my Saurus as long as mobile "artillery" with its Beam of Chotec.
Rare: 20.7%
Ancient Stegadon: 300
-Sharpened Horns
-Engine of the Gods
This is also a Saurus buffer and also my counter to other monsters. The 6++ save it gives to units means that my Saurus basically have their parry save. The Sharpened Horns make this thing deadly on the charge against multi-wound models.
Troglodon: 215
-Divining Rod
My final buffer for my Saurus unit. The Primeval Roar turns my Saurus blenders into blenders on steroids, though only for one turn. Plus the Divining rod means that I have a better chance of getting a few extra dice to help me dominate the magic phase and hamper my opponent's magic phase. And its Spit Venom isn't a bad shooting attack. Plus, like my skink Priest, I can sent my damaging spells through him to gain threat range.
Total it comes to 2499. I have been thinking of possibly putting one of the Skink Priests to instead ride the Ancient Stegadon, allowing me to remove one of the Skink Skirmisher units, though I do not know what I would use the 70 points for.
Any and all comments welcome.
I also have this list posted on Librarium. (http://www.librarium-online.com/forums/lizardmen-army-lists/259841-2500-point-cassual-play-lizardmen.html#post2363273)
Lords: 17.8%
Slann Mage-Priest: 445 points
-Becalming Cogitation
-Harmonic Convergence
-Focus of Mystery
-Channeling Staff
-Battle Standard Bearer
-Standard of Discipline
This guy is meant to act as the anchor to my army. Being my general and BSB along with being a level 4 caster, he's kinda my main man, I mean toad. The Standard of Discipline makes him Leadership 10. Leadership 10 with Cold Blooded? Count me in. The Becalming Cogitation helps me hamper my enemy magic, while Harmonic Convergence coupled with the Channeling Staff might give me some extra dice to help me dominate the magic phase. Plus, Loremaster of High Magic isn't bad, especially considering I will always have Hand of Glory to help buff my sluggish Saurus.
Heroes: 6.2%
Skink Priest: 90 points
-Dispel Scroll
Skink Priest: 65 points
These two are going to take the Lore of Beasts. These guys are meant to buff my Saurus units along with fill my requirement for a Skink Character to restrain my Saurus. They are also useful for allowing my Slann to gain threat range with his magic missile and direct damage spells. and, of course, one of these dudes acts as my Scroll caddy.
Core: 28.4%
50 Saurus Warriors: 570 points
-Musician and Standard
-Spears
My big block. This thing is just meant to be a blender when up against other enemy units, especially considering Predatory Fighter.
10 Skink Skirmishers: 70 points
10 Skink Skirmishers: 70 points
These units are meant to act as bunkers for my Skink Priests, and can use their shooting to whether down targets for the Saurus assaults. In desperate situations they can also be used as chaf.
Special: 26.9%
36 Temple Guard: 524
-Musician and Standard
This is my second block, also a good blender and a bunker for the Slann. While i don't really want my Slann in combat, considering my Skink Priests would hate it more, and the fact that I can send my damaging spells through them, it isn't really that bad.
Bastiladon: 150
-Solar Engine
This is meant to be a buffer for my Saurus as long as mobile "artillery" with its Beam of Chotec.
Rare: 20.7%
Ancient Stegadon: 300
-Sharpened Horns
-Engine of the Gods
This is also a Saurus buffer and also my counter to other monsters. The 6++ save it gives to units means that my Saurus basically have their parry save. The Sharpened Horns make this thing deadly on the charge against multi-wound models.
Troglodon: 215
-Divining Rod
My final buffer for my Saurus unit. The Primeval Roar turns my Saurus blenders into blenders on steroids, though only for one turn. Plus the Divining rod means that I have a better chance of getting a few extra dice to help me dominate the magic phase and hamper my opponent's magic phase. And its Spit Venom isn't a bad shooting attack. Plus, like my skink Priest, I can sent my damaging spells through him to gain threat range.
Total it comes to 2499. I have been thinking of possibly putting one of the Skink Priests to instead ride the Ancient Stegadon, allowing me to remove one of the Skink Skirmisher units, though I do not know what I would use the 70 points for.
Any and all comments welcome.
I also have this list posted on Librarium. (http://www.librarium-online.com/forums/lizardmen-army-lists/259841-2500-point-cassual-play-lizardmen.html#post2363273)