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Samick Saurus Trainee
Joined: 18 Dec 2009 Posts: 21
 
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I've got a tournament coming up in February and I'm trying to make a competitive list for it. It is a non-comped tournament.
Lord:
Slann:485
(focus of mystery, focused rumination, becalming cogitation, cupped hands, bane head, dispel scroll, BSB)
Heroes:
Skink Priest: 435
(Lvl 2, EotG, war drums, plaque of tepok)
Scar vet: 124
(LA, Shields, GW, jaguar charm)
Core:
x12 saurus warriors: 150
(musician, spears)
x10 skink skirmishers: 70
x10 skink skirmishers: 70
Speical:
x16 temple guard: 270
(standard bearer)
x5 chameleon skinks: 60
x3 terradons: 90
x3 terradons: 90
Rare:
x1 salamander: 80
(extra handler)
x1 salamander: 75
total: 1999
I play tested this list and got mixed results. I feel like it needs one more hammer unit, but I don't know how to go about changing the list to achieve this.
So, thought and comments please!!! |
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myara Saurus Warrior
Joined: 26 Dec 2009 Posts: 48 Location: U.S.A.
   
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You are correct you missing a another hammer and reason why is:755 for your TG and Slann inside it is where all your points are being eaten up. You have alot toys not just in here, but through out the list. If you want another hammer unit drop one of your slann ability and cupped hands. You can also easily slim 5 temple guard. Please also note your TG unit currently doesn't have another character. This unit is so juicy fat that basically everything your opponent will have be gunning for this.
1 salamander is generally all that is needed as with modern army arrangements salamders are hit or miss due to lack of blocks run in tournament. Wardrums is nice but rarely is it that useful. Might want to switch your standard to your saurus unit instead of TG, which already has BSB. With your list you leaning towards heavy shooting and impressive magic phase. This is also inpart reason why you are running the Chameleon skinks. If you are going for some more hammers these can be dropped due to two unit of terradon.
Two Stegadon is a awesome force to behold. They act like multiplier effects when both on the same field. Suggest another unit of 10 skinks cohort or skirmishers, and help protect your temple guard unit from elite cavalry or infantry which will eat your tg.
Just my suggestion, but I really feel your TG and Slann needs to be reworked and redone that is a lot points and you will always be on defensive with such huge point sinks. |
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WarmbloodedLizard Newt
Joined: 25 Jan 2009 Posts: 208

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exchange wardrums for itzl.
-->the priest will survive longer
drop a salamander and chameleons and take 4 kroxigor.
-->gives you a strong hammer
drop saurus and take skinks.
--> not enough points left for skirmishers
drop handler and either give enchanted shield to the saurus hero.
--> ensures he doesn't die to shooting too fast when in the open but not really necessairy. you could also just give the skinks a musician instead and keep the handler.
I also not much of a fan of 3 strong terradon units, but wouldn't know what to change. (3-strong units usually do absolutely nothing for me. at least one gets shot and can't really accomplish anything) _________________ 8th ed. Lizards record: 0-2-0-0-0 (CV-V-D-L-CL)
7th ed. Lizards record: 5-6-2-3-4-2-3 (M-SV-MV-D-ML-SL-M)
Sad Fact One: My lizardmen only won the roll for first turn once.
Sad Fact Two: My Engine Priest has never survived a whole battle. (with itzl!) |
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myara Saurus Warrior
Joined: 26 Dec 2009 Posts: 48 Location: U.S.A.
   
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Terradon x3 and Terradon x4 play different roles. I have played with both and I am a huge fan of 2 groups of 3. With 3 terradon you hide them until you will find a unit in which you going to drop rocks in range. Then you use them to not to engage but to redirect and march block your enemy which you redirected away. You rally them and then fly them to a position where forcing enemy unit to charge you. You often place them behind your enemy battle lines to catch any unit fleeing to wipe them if you still have US 5. Otherwise if under 5 you will just keep your opponent army in shambles
Where as x4 terradon due to the size I would use them for lone wizards hunting and going for warmachines and march blocking their battle line instead of specific units since you only have one group. Often I would drop rock later but using x4 I often struggle to keep them alive and useful because due to point cost and size you need to prevent then staying at home.
The Great weapon ScarVet has a completely role than the enchanted shield. The point is strength 7 chariot killer and lone wizard / warmachine killing guy, because he isn't running the x4 terradons. The synergy between these two units it huge as you using your terradons to move thing out of way so the JSOD can get in there to do his business.
Not a fan of an item to keep the priest living longer. Already have EOG for shooting, and if you are getting in close combat it shouldn't be a grindfast. Better to move the EOG in way where it will not be in combat and hitting burning alignment. That way you don't need your wardsave against cc. |
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Samick Saurus Trainee
Joined: 18 Dec 2009 Posts: 21
 
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Thanks for all the really helpful comments guys and keep them coming! After doing some play testing and thinking, have decided that the chameleon skinks are going to have to go if I want to add anything to this list. Losing those along with the salamander that doesn't have extra handlers, I free up 136 points. I might also want to combine the 2 units of terradons into one unit of 4, as I have found that war machine hunting is what I mainly use them for. That tallies up the free points 196. The wardrums on my skink priest doesn't see much use as with this list, I am playing defensively and I don't need them. This would leave 226 points. With these points, I could:
a) put in 4 kroxigors
b) put in 5 or 6 Cold one Riders
c) use these points combined with taking out my saurus hero to have another priest on an engine
I was also considering taking out my saurus warriors block and throwing in another skink skirmisher unit as this would allow me more redirection as well as letting me perhaps keep the 2 units of terradons. |
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WarmbloodedLizard Newt
Joined: 25 Jan 2009 Posts: 208

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I've used COR for almost a year and then switched to krox. and I find that krox are better in most situations even without strenght 7.
krox live longer, hit harder, are still ok when not charging, and don't become stupid in the worst moment.
(COR can be great with the huanchi banner once in a while, though, when your opponent doesn't expect it.) _________________ 8th ed. Lizards record: 0-2-0-0-0 (CV-V-D-L-CL)
7th ed. Lizards record: 5-6-2-3-4-2-3 (M-SV-MV-D-ML-SL-M)
Sad Fact One: My lizardmen only won the roll for first turn once.
Sad Fact Two: My Engine Priest has never survived a whole battle. (with itzl!) |
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Samick Saurus Trainee
Joined: 18 Dec 2009 Posts: 21
 
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Ya the huanchi's banner is nice, but showing my opponent my list will get me extra sportsmanship points at this tournament so it really won't be a surprise.
Thanks for the input though, I had a feeling that the krox would be better. |
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WarmbloodedLizard Newt
Joined: 25 Jan 2009 Posts: 208

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| myara wrote: |
Not a fan of an item to keep the priest living longer. Already have EOG for shooting, and if you are getting in close combat it shouldn't be a grindfast. Better to move the EOG in way where it will not be in combat and hitting burning alignment. That way you don't need your wardsave against cc. |
the thing is: most things that charge the steg deal about 2 wounds to the priest (knights, wild riders, etc.). the 2+ ward (usually) saves the priest AND lets him kill the attacking unit in his next magic phase. the ward also helps A LOT against those bolt throwers, cannons and waywatcher killing blows, burning irons, etc. _________________ 8th ed. Lizards record: 0-2-0-0-0 (CV-V-D-L-CL)
7th ed. Lizards record: 5-6-2-3-4-2-3 (M-SV-MV-D-ML-SL-M)
Sad Fact One: My lizardmen only won the roll for first turn once.
Sad Fact Two: My Engine Priest has never survived a whole battle. (with itzl!) |
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myara Saurus Warrior
Joined: 26 Dec 2009 Posts: 48 Location: U.S.A.
   
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For 30 points you are basically adding 5/6 of a wound to a priest. 2 wounds, that is usually low. When I am playing against Lizards and engage a EOG Steg I have my champ / character fight against the crew and all the normal troops against the priest to maxime combat resolutions and reduce the threats. I would assume most players do the same or just outright have all attacks against the priest. Against things like a great cannon I worry for my stegadon as that will take it down. I much rather have my priest take a shot from the cannon. I play with a normal ancient and between that and terrain, it is a rare case in which which a warmachine is shooting at me. So I have never encountered this problem in a game where the priest is shot to death, but I can see in rare case that it will happen, and can't justify 30 points for something that isn't even a concern.
I would take the 10 skinks and add in a Saurus mounted on a Cold one with Burning Blade, but that wasn't one of your options. So out of those, Cold One is would be next best. Mixed results with Kroxx but give them a shot might be great in your metagame. |
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WarmbloodedLizard Newt
Joined: 25 Jan 2009 Posts: 208

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| myara wrote: | For 30 points you are basically adding 5/6 of a wound to a priest. 2 wounds, that is usually low. When I am playing against Lizards and engage a EOG Steg I have my champ / character fight against the crew and all the normal troops against the priest to maxime combat resolutions and reduce the threats. I would assume most players do the same or just outright have all attacks against the priest. Against things like a great cannon I worry for my stegadon as that will take it down. I much rather have my priest take a shot from the cannon. I play with a normal ancient and between that and terrain, it is a rare case in which which a warmachine is shooting at me. So I have never encountered this problem in a game where the priest is shot to death, but I can see in rare case that it will happen, and can't justify 30 points for something that isn't even a concern.
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if there is a character charging, the priest will just challenge --> take 1-2 wounds from most characters (without itzl). he will probably still lose combat, but not by much, and with the BSB near he will easily hold.
If you hide all the time, you won't deal any damage with your EotG and probably won't give too many of your other troops the wardsave. (except you play with a lot/huge terrain.) _________________ 8th ed. Lizards record: 0-2-0-0-0 (CV-V-D-L-CL)
7th ed. Lizards record: 5-6-2-3-4-2-3 (M-SV-MV-D-ML-SL-M)
Sad Fact One: My lizardmen only won the roll for first turn once.
Sad Fact Two: My Engine Priest has never survived a whole battle. (with itzl!) |
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Samick Saurus Trainee
Joined: 18 Dec 2009 Posts: 21
 
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If I change something about my list, it won't be adding the ward save to my priest. If anything I would remove items off of my priest to gain points for the hammer unit I need to put in.
Anyways, back on track I might try out something like this:
Lord:
Slann:485
(focus of mystery, focused rumination, becalming cogitation, cupped hands, bane head, power stone, BSB)
Heroes:
Skink Priest: 435
(Lvl 2, EotG, plaque of tepok, dispel scroll)
Scar vet: 124
(LA, Shields, GW, jaguar charm)
Core:
x12 saurus warriors: 150
(musician, spears)
x10 skink skirmishers: 70
x10 skink skirmishers: 70
Speical:
x16 temple guard: 295
(standard bearer, warbanner)
x4 terradons: 120
x3 Kroxigors: 165
Rare:
x1 salamander: 80
(extra handler)
total: 1989
So with this I fit in a power stone on my slann to sneak through an important spell when their dice run out, achieved a nice mini hammer of 3 krox, and added another combat res to my TG with the warbanner and I achieved all this by only sacrificing and consolidating a few units. Thoughts? |
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