View Full Version: Expanding to 2k, Carno and steggy

Warhammer Palace > Lizardmen > Expanding to 2k, Carno and steggy


Title: Expanding to 2k, Carno and steggy
Description: Need a hand..


Xarhain - July 31, 2005 02:10 PM (GMT)
With Conflict coming up, I've been wondering what I'll do once my lizard army is completely painted at 1500pts. I want to get it to 2000pts, mainly because I don't think I've had the full lizard experience yet. I've decided to add in two big monsters. A steg and a carnosaur, to my 1500pts army.

Problem is, it doesn't fit, and I need to juggle heroes around a bit. Firstly, here's my 1500pts (conflict) list.

Heroes

Skink Priest 100pts
Diadem of Power

Saurus Scar-Veteran 146pts
Great Weapon, Light Armour, Tepok, Gleaming Pendant of Chotec

Saurus Scar-Veteran 111pts
Great Weapon, Light Armour, Charm of the Jaguar Warrior

Core

19 x Saurus Warriors 290pts
Spears, Standard bearer and champion
*scar vet with pendant of chotec goes here

19 x Saurus Warriors 252pts
Standard bearer and champion
*Scar vet with jaguar charm goes here

10 x Skink Skirmishers 70pts
Options: Blowpipes, scout

10 x Skink Skirmishers 60pts
Javelins & Shields

10 x Skink Skirmishers 60pts
Javelins & Shields

Special

3 x Kroxigor 174pts

3 x Terradons 105pts

Rare

2 x Salamander Hunting Packs 130pts

Total = 1500pts

Power dice: 1 (3 - 2 into the diadem)
Dispel dice: 6 (4 + 2 from the diadem)



And here's what I want to add.

Saurus Oldblood 399pts
Great Weapon, Light Armour, Aura of Quetzl, Carnosaur

Stegadon 235pts


Which adds up to 634pts. I only get 500pts from upgrading to a 2k list, so that leaves 134pts to get from the list. There's also the problem of choices. I get the extra lord slot and the rare slot with 2k, but the carno takes up another hero slot.

That ties in with the points I need, leaving me the choice of which hero to lose. The first scar vet seems the only who costs enough points to actually work, but thats partly because he has a spawning of tepok which I'd rather keep. I could move it to somewhere else, and try and squeeze the last few points somewhere. Problem with losing that hero is the gleaming pendant trick with the spears, and just generally having a hero in the centre of the army.

Another option is to lose the JSoD. But do I really want to do that? That too would mean more juggling of points.

Last option is lose the skink priest. Problem there being he's practically all of my dispel power, and would only give 100pts.

So there lies my dilema. What would you do?

gandalf - July 31, 2005 02:53 PM (GMT)
Well i would suggest loosing the Jaguar pendant scar vet as quite simply, shouldnt the oldblood on carnosaur effectively replace his job (ie fast moving combat monster)?

Otherwise looks good, although as you suggested to me a third salamander maybe?

Xarhain - August 1, 2005 11:58 AM (GMT)
A third salamander would be great. As I said, it's just adding two monsters to my conflict list, which only has two sallies.

I'll see what decision I make for getting the monsters in, then see if I can squeeze in the third. I'd really love it.

Ltoczalt - August 15, 2005 02:48 PM (GMT)
Adding 2 big monsters for 500 points will be very tough. Im not sure you should try to keep the oldblood cheap as he will attract a lot of fire. Id recomend getting the defence up a bit i.e. mark of quetzl and old ones (Iv only used an oldblood without this once, and he caught a bolt on turn 2).

You are going to have to loose something significant i.e. a saurus character, salamanders etc. Id recomend the walking scar vet and the preist. You could then have a bit more defence on the loard and put tepok on both saurus units. I wouldnt loose the jag warrior as hes simply too usefull. The lord may be fast but he realy cant proform the role of the jag warrior.

LordChilipepa - August 17, 2005 04:08 PM (GMT)
My advice would be to lose the Gleaming Pendant Scar-veteran, to swap his Mark of Tepok onto the Oldblood (more survivable than the JSOD, even if he is a fire magnet), to drop a single unit of skinks and use the surplus points to get your Oldblood the Blessed Spawning of Sotek, which makes a big difference on a monster-rider, and possibly another Mark of Tepok (on the JSOD) - with the option for Lord-level casters, magic is a far more dangerous factor at 2,000pts, and you want to make sure you can stamp on it effectively.

A little thing I noticed: the Blessed Spawning of Itzl is not marked on that Oldblood, but he needs it to ride the Carnie. Have you missed that, or just taken it as a given?

Ltoczalt - August 19, 2005 09:27 AM (GMT)
Chili, if Xarhain did all that he'd still be about 78 points over.

Xarhain - August 23, 2005 09:40 AM (GMT)
Thanks for ideas everyone, but I've since decided not to do this - yet. The lure of a slann is too much, even if it is just 4th gen. I'll be getting a carno and steg soon, but for the upcoming tanelorn 2000pts tournie I'm literally taking my conflict army plus a 4th gen slann.


@ztech - August 23, 2005 12:45 PM (GMT)
This army seems weak magic-wise for 1500 points. A single Level-1 Skink Priest? Dangerous.

Xarhain - August 23, 2005 01:32 PM (GMT)
Dangerous? I'd like to see you get 6 dispel dice for 120pts.


I took that list to conflict. I think I let around 3 spells through the whole tournie.

LordChilipepa - August 24, 2005 09:07 AM (GMT)
QUOTE
Chili, if Xarhain did all that he'd still be about 78 points over.


Au contraire, I just calculated it - the changes make an army that comes to 1988pts.



As for the Slann... I must exhort you not to use a Slann without at least giving some consideration to Temple Guard, Xarhain. Your Slann will only cost a max. of 450pts, which gives you some free points with which to consider converting one of the Saurus unit into a Guard unit. While a Slann in a Saurus unit seems fine, the killer is his modifiable Leadership: if the enemy sets it up right, they can engineer an almost certain chance of breaking him, whereas in a Temple Guard unit, Stubborn, Cold-blooded and the Battle Standard makes him practically unbreakable (provided you keep him away from being beaten by hordes of Undead - not hard considering the average Undead statline in contrast to that of TG). The first lesson of Slann-usage is always protect your Slann - even at 4th Gen, if he dies, he will give away 650pts on his own.

I'm taking a Slann list to Tanelorn myself... Chili himself will be making an appearance, in all his Second Generation glory!

Xarhain - August 24, 2005 10:42 AM (GMT)
Oh no, I intend to hide in a wood somewhere and let my skink priest do the LoS thing. I'll have to be wary of things going after the priest, but I think it should work.

LordChilipepa - August 24, 2005 01:00 PM (GMT)
Ah, I see. Yes, that is the other approach: done well, it can be as effective as a TG-shielded Slann, and much more cost-effective. However, it does have to be done well: should the skink priest get picked off (difficult as that is with two toughness two wounds) the Slann will be in a bit of a pickle. Scouts can also rain on your parade by leaping into combat with him: they'll likely win the combat every round, and they'll stop him from casting the majority of his spells.

Xarhain - August 24, 2005 01:09 PM (GMT)
Yeah, I'll be sure to hang back a bit with the old salamanders if my opponent has any scouts. Or I could just roll fire till I get flaming sword ^_^

I'm working out the list know. Have 35pts left. I was hoping to get a third sallie, but I cant think where to get the 30pts from...




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