Title: [2000 Points] [Host of Tepok]
Description: Furry Lizard + Magic X Purple= Tepok
Jettero - July 14, 2005 02:49 PM (GMT)
All right, here is a 2000 point list which I am considering collecting (I have bought the Lizardmen box set thing, so I have about 600 points already). I am a fairly experienced player, so just a few quick questions as I have never played Lizardmen before.
* 6 Dispel dice enough?
* Are 2 blocks of 25 Saurus a good idea? How could I get 3 units of 20?
* Enough skinks?
* Winnable? Marks out of 10 for a first attempt?
Characters
Scar-Veteran: Great weapon, light armour, shield, Blessed Spawning of Tepok & Sotek, Charm of the Jaguar Warrior
Scar-Veteran: Great weapon, light armour, shield, Cold-One, Blessed Spawnings of Itzl & Tepok
Core
4 Jungle Swarms
25 Saurus: Hand weapons, shields, standard, musician, Blessed Spawning of Tepok
25 Saurus: Hand weapons, shields, standard, musician, Blessed Spawning of Tepok
13 Skinks: Blowpipes, Blessed Spawning of Tepok
13 Skinks: Blowpipes, Blessed Spawning of Tepok
Special
7 Saurus Cold-One Riders: Spears, shields, standard, musician, Blessed Totem of Huanchi
Rare
2 Salamander Hunting Packs
2 Salamander Hunting Packs
Tyrion - July 14, 2005 03:33 PM (GMT)
ok, im not a lizardmen player but I know how to play with them as my brother plays with them B)
1. yes, 6 dispel dice is good. people usually have 5 dispel dice + 2 scrolls. as you are lacking the scrolls then maybe you should have some extra dices. Also depends on how magic heavy your opponent goes. otherwise you could get a skink priest, level 1 with 2 scrolls. scroll caddy :)
2. if you take away 5 saurus from each regiment, there you have 10 already. then you maybe strip down those skinks a bit and seeing that you have 7 cold ones + 1 hero on cold one then I would advice you to drop 1-2 of them since 8 really is not a good number for cavalry (5,6,10,12 are good numbers) with all those points you should be able to get additional 10 saurus. alternatively you could drop a swarm. there you have 3 units of 20.
3. other than that it looks like a solid list. it wasnt bad to begin with and a bit tweakin so you should do pretty well with it. other lizzy players can rate this army better than I can, but itīs a good army :)
good luck ^_^
Paymaster - July 15, 2005 02:43 AM (GMT)
Skinks can have sacred spawnings!?! That list looks pretty solid, 2 blocks of 25 saurus is evil.
Wilko - July 15, 2005 09:00 AM (GMT)
| QUOTE (Paymaster @ Jul 14 2005, 09:43 PM) |
| Skinks can have sacred spawnings!?! |
Skinks can have sacred spawnings if they choose an army in which uses the sacred host special rules.. As it says on the gamesworkshop site
"Skink Skirmishers and characters must purchase the Sacred Spawning of Tepok for +20 points per unit, and +20 points per character, granting them Magic Resistance (1). "
I like the list, very solid.. good luck with the collecting!
Jettero - July 18, 2005 01:40 PM (GMT)
Thanks for all the replies guys. I have bought all the models and am testing out the army now. I suppose if it doesn't work out, I have the models to change the list and make it workable. Here is the finalized list:
* Added an extra Scar-Veteran to help with the Dispel Dice and I now have enough Scar-Veterans to make all my units very deadly.
* Added some Chameleon Skinks to take out war machines.
Characters
*Scar-Veteran: Great weapon, light armour, shield, Blessed Spawning of Tepok
*Scar-Veteran: Great weapon, light armour, shield, Blessed Spawning of Tepok
~Scar-Veteran: Great weapon, light armour, shield, Cold-One, Blessed Spawnings of Itzl & Tepok
Core
4 Jungle Swarms
*24 Saurus: Hand weapons, shields, standard, musician, Blessed Spawning of Tepok
*24 Saurus: Hand weapons, shields, standard, musician, Blessed Spawning of Tepok
12 Skinks: Blowpipes, Blessed Spawning of Tepok
12 Skinks: Blowpipes, Blessed Spawning of Tepok
Special
~7 Saurus Cold-One Riders: Spears, shields, standard, musician, Blessed Totem of Huanchi
7 Chameleon Skinks
Rare
3 Salamander Hunting Packs
Red Slayer Preyer - October 25, 2005 07:18 PM (GMT)
Guyz i say tepoks host sucks magic resistance is not one dispel dice more check the rules
LordChilipepa - October 25, 2005 07:44 PM (GMT)
Chili's advice:
1. Don't drop the JSOD! The JSOD is possibly the most no-brainer choice of any army... well, maybe barring Peg Knights for Brets, but that's irrelevant. JSOD JSOD JSOD....
It's only 20pts. You know you want it...
2. 2 units of Saurii should be fine, and making them larger than 20 is actually a pretty good tactic if you have the models. Don't be tempted to split them into 3.
3. Chameleon Skinks, as you will probably find out, are not really worth their points: very fragile, and armed with blowpipes (I'll go into this later). For one unit of Chameleons, you can get two units of regular skink scouts the same size, or one unit twice the size. I'd recommend you do this: there is a big jump between 3 units of skinks and 2 units of skinks, and regular skinks actually have two huge advantages over Chameleons: namely, they can have javelins (the thinking skink's weapon) and they are expendable - they can soak up missile fire and/or be sacrificed as baiting units without a pang of regret searing into your heart.
4. Blowpipes! NO! Blowpipes are generally pretty terrible, unless you know your opponent is fielding an unarmoured Large Target monster. You are almost always hitting on 7s, which nerfs your Poison shots ability. In contrast: Javelins almost always hit on 4s, only have 4" less range (no problem when you're M6) and give you shields, for a 6+ save against shooting and a 5+ save in combat (very handy! Javelin skinks can actually double as combat units in a pinch - charge 'em against light cavalry/the flanks of engaged enemy units and they are pretty useful, unlike their blowpipe brethren, who just give kills away). Buy javelins. Javelins. JAVELINS.
5. COR, while cool, are overpriced and vulnerable: generally, most Lizardmen players only ever use one unit, and only if it's in a speedy army, and only if it has the Banner of Huanchi (their sole redeeming feature). Against most armies, you will take a disproportionate number of 35pt casualties due to the 3+ save; you will also find they are somewhat clunky and prone to rubber lance syndrome against armoured enemies. My advice would be to phase out the COR and their Scar-vet friend in favour of either a Stegadon or two units of Kroxigor: Kroxigor are fantastic flankers, great for backing up a Saurus battle-line as you have here, and the Stegadon is simply brilliant at stampeding an enemy flank or holding one of your own: it's a threat in its own right, and if combined with a JSOD charge it can break most ranked units. Buying a Stegadon in the place of your Cold Ones and their character would leave you a lot of surplus points, with which I would advise maybe some Terradons: great for working in conjunction with the skinks and JSOD, plus they also give you a handy delivery system for 9 S4 attacks wherever you feel you need to tip the odds of a combat in your favour. Again, Steg + Terrie charge can break a fully ranked unit (providing it's T3).
farsight - October 27, 2005 10:41 AM (GMT)
okay looking at your army list i would recomend that you take of the blessed spawning of tepok on the skink as 20pts for MR1 on a unit of skinks is not worth it, with those points you could give your JSOD a 5+ ward save, therefore allowing him to charge out a unit and take on most units, arggh! ^_^ .
dont take of the chameleon skinks, they have to be one of the best scouting units in the game, plus they can get as close as you want i believe to an enemy unit when they scout, so can easily run circles around them and pepper them with their blowpipes, this is especially effective against ogres for example.
with the skinks, unless you have already assembled them i would recomend that you have one unit with javelins with shields, this unit can form a screen across the front of your lines soaking up shooting, then if they panic then they can use the generals leadership if he's in range, plus if they do panic then they are a smaller unit size than the saurus= no panic. keeping the second unit with Blowpipes is worth it as they are deadly, Chilli did say they hit on 7's but thats if you use them incorrectly (no i dont mean by cheating).
Basically you move skinks up to the opponents units just out of charge range, next turn move up so that you are just in range of short range but just out of half their charge, shoot away hitting on 6's then stand and shoot with 6's again ^_^ . failing that just fire single shot which is most likely to hit on 6's, you could say why not get the Javelins and shield skinks and have a 6+save but that is only a 6+save! :lol:
hope i helped, Dan
EDIT: just curious chilli why you said COR are overpirced as i dont mean to seem rude or anything and apoligise if it seems so but didn't you use them in your army list before?