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Title: 2000 pts army 7e
Description: you know you want to rate it


Raimet - November 18, 2006 02:49 PM (GMT)
I’m a new Lizardmen player, and this is my first go at an army list for Lizardmen so here it goes: (7th edition rules)

Slann Mage-Priest 4th generation Diadem of power and Plaque of protection or Dominion and BSB (475 pts)

Scar-Vet :Light Armour, Shield; Sotek; Venom of Firefly Frog and sword of Hornet (149 pts)

Temple Guard (10) Shields. They go with the slann of course
(187 pts)

Saurus Warriors (19) Standard, Musician, Spears and Tlazcotl spawning. I’ll put the scar vet here (304 pts)

2 x Saurus warriors (10) armed with spears to guard the flanks of the units above and counter charge the flanks (140 pts each)

2 x Skinks skirmishers (10) blowpipes and scouting (70 pts each)

1 x Skink Skirmishers (10) as an skirmisher screen javelins and shields (60)

Kroxigors (3) 174 pts

Terradons (3) 105 pts

Slamanders (2) 130 pts

Total: 2004 pts
(usually my gaming group is flexible enough to allow for those extra points, if not ill drop the venom of the Venom of Firefly Frog and add to the skirmish screen)

Casting: 6
Dispel: 4

The idea is to advance as a single battle line with krox and salamanders on the flanks to counter charge or pose a treat to enemy flankers. The 10 man saury usually get to fight due presence of the slann nearby.

If you can please give me some options as where to roll for the slanns spells for shooty armies and fast chargers

LordChilipepa - November 18, 2006 05:56 PM (GMT)
Shooty armies: Rain Lord, Howler Wind and Master of Stone are probably the most useful spells there.

Fast chargers: Mistress of the Marsh could help you, but only if you have the right terrain setup. Otherwise, try and panic 'em or kill 'em off - heavy cavalry die very fast to Spirit of the Forge, while Fast cavalry die fast to... just about any magic missile you care to name.

A little constructive criticism of the army: your big Tlazcotl block seem a bit of a dead weight to me. Every other unit is 10 strong, and lacking a command group. If I were your opponent, I see no reason why I would ever attack the Tlazcotl block: there are tons of points (not least the Slann) to be gained from rounding up the other units, and at M4 the big block is never going to catch me if I set out to keep it out of the game. Only 10 TG means that a concerted enemy attack has a very good chance of nobbling them all and thus running down the Slann, while those flank guard units of Saurus are each expensive enough to be worth pursuing as targets in their own right.

Also, the Slann is unsupported in the magic phase, and has no dispel scrolls: I would feel a lot more comfortable with the power of this army if I saw a Lvl2 Skink Priest toting a couple of scrolls in there somewhere, as he would enable the Slann to put out a more powerful magic offence with the extra spells and LOS from Skink Telepathy (especially if you went with the Plaque of Dominion rather than Protection - I've come to regard the PoP as overkill when you already have a 4+ ward and 6 wounds) and ensure that an enemy who had brought magic of his own would not be able to really mess things up for you. On top of that, I reckon you should drop the Venom on the Scar-vet, as it only works on non-magical weapons and so is wasted points if you have the Sword of the Hornet, and use the 15 points to get the Slann the Plaque of Tepok. Nothing is more irritating than your 500-odd-point Slann ending up with a bucketful of useless spells and one half-usable one at the start of the game: by getting an extra spell-slot, you increase the chances of your getting a spell you particularly aim for, and also generally increase the flexibility of your Slann as a caster.

Have a wee look around this forum: there are a few lists hanging around that you might find of use, although the more recent ones have been affected by the crash, and a couple of articles stickied at the top about general Lizardman tactics & strategy.

Welcome to the board, and hope you enjoy your stay. It's all a bit pear-shaped ATM thanks to the invisionfree server going kersplat, but we're told that it should be back to normal within a week or two.

LCP

Raimet - November 19, 2006 05:55 PM (GMT)
Thx for the input Chili:

Id like to comment further about this army with you or any other experienced player so I can either go ahead and play more with it or try one of the more common army compositions. (you are right about the venom :P )

I usually set up my army in a single battle line, something like this (when terrain allows it)


-------------------------Enemy deployment zone-----------------------------



(Scouts) ( Scouts)




(Terradons) (10 Sauri) (19sauri&scarvet) (Slann-tmplG.) (10 sauri) (SkrmshS)
(salamanders) (kroxigors)

The idea is to advance the Slann and scar vet units a little bit more in the first turn, setting the saurus warriors detachments (10 men) ready for a flank charge also keeping them close to the Slann for panic shooting tests. Usually opponents at long range have to compromise a lot of shooting to each unit to try to fully eliminate it giving me chance to get in close combat with either the salamanders and kroxigors. The main reason of giving the big saurus unity the immune to psychology is to avoid fear causing units (monsters) charging and breaking the first turn allowing for a pincer move on their flanks. Kroxigors and salamanders are for keeping fast calvary units from harassing the flanks and also due to their higher movement rate. Can also “rapidly” set them selves as a fear causing flank charge avoiding getting shot due to skirmish screen and being skirmishers.

I found that the slann although not being a spell monster can compromise the first line of attackers due to a magic missile bombardment spell configuration and having "lots" of T4 units means magic missiles against my lines will cause damage but not necessarily make them all run.

Scouts and terradons will be set for their usual purposes lone mage war machine hunting and march interdiction.

I played against a SAD army yesterday not a really nasty one but still 3 warlock E’s, 1 gray seer 4 rattlings ,2 warp lighting cannons and 2x9jezzails and got a nice big win for my self. This doesn’t mean I’ll win them all but also scored a draw against an experimented Dark elf army with a shooty army with a big unit of cold ones dark raiders 8 casting pool dice and 4 repeater BT’s.

Still I’m open to any further advice you may have, I really like Lizardmen and plan to learn the full extent of my army capabilities.

Thx in advance.




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