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Title: 2000 pt skirmishy Lizardmen
Description: No ranked units here...


Lord of Nonsensical Crap - August 30, 2007 04:32 AM (GMT)
Hi all, I've decided to move towards the more commonplance skirmishy option in my Lizardmen army. In part, this is so that my army will fit in more with my army's fluff (ie a temple city where the vast majority of the surviving Saurus are in hibernation), and, in part, because I played a few 750-1000 pt games using skirmishy forced with great success, and have been wanting to try them out on the 2000 pt level. That's not to say that I've given up on Saurus entirely (even though mine have been underperforming as of late), I just want to try something new.


That said, here's my list:

Scar-Leader Ara-kor (Oldblood)- great weapon, light armour, shield, Charm of the Jaguar Warrior, Aura of Quetzl, Spawnings of Quetzl, Sotek & Tepok- 262 pts

My living bullet: zips around, kills nasty stuff (especially chariots) and generally inflicts major pain wherever he strikes. Also a really fun guy at parties.


Kaxaan the Scout (Skink Chief)- Scout, Sword of Might, light armour, shield, Cloak of Feathers, Sacred Spawning of Sotek- 139

Ara-kor's number 2 Lizard. Gets into the action nice and early thanks to his Scout rule and lunges after wizards, war machines and fast cavalry with rows of pointy teeth.


Tlacepotl the Wise (Skink Priest)- level 2, 2 dispel scrolls- 150
Ixcotl the Obsidian (Skink Priest)- level 2, 2 dispel scrolls- 150


My main casters, both adding to the enemy's misery with magic missiles and blocking off enemy spells with 4(5) DD and 4 scrolls between them (whilst telepathically debating on how Chili's A Great Evil is going to end to pass the time.)


10 Skinks- blowpipes- 60
10 Skinks- blowpipes- 60
10 Skinks- javelins, shields- 60
10 Skinks- javelins, shields, Scouts- 70


Not much to say here: their general role is to harass and poison stuff and generally annoy my opponent to death.


3 Kroxigor- 174
3 Kroxigor- 174


My second "smashy smashy" unit after Ara-kor: they'll be looking to get flank charges on ranked units whenever possible, or launch tag-team attacks alongside Ara-kor or the Stegadon.


3 Terradons- 105
3 Terradons- 105


My obligatory flyers. It was either them, or some Huanchi Banner'd Saurus Cavalry, and personally, I think Huanchi Riders are just a little too overused.


3 Salamander Packs- 195

My burninating lizards. Meant for burninating stuff.


Stegadon- 235

The Stegadon is quickly becoming my favourite unit in the Lizardmen army. In every game, it has either terrored a unit away or has ground the enemy down under his stompy feet. Well, except for one unfortunate run-in with a bunch of Oathstoned Hammerers...but that was sheer lunacy on my part.


TOTAL: 1935
Models: 66
Power Dice: 4
Dispel Dice: 5

Tactics: Harass the enemy with Salamander and poison shooty fire, hit his weaker units with my fast stuff, avoid his nasty stuff, etc etc....the usual skirmishy Lizardman tactics.

Any thoughts on this?

KingTut - August 30, 2007 05:42 AM (GMT)
I would make another 10 skink strong unit to boost it up to 1995.
Other than that its a skinky list what can I say. I wouldn't count on the skinks in anything but firefights as they are not the most CC able unit. However they are fast and krox screen is a awesome ability.
I like the list personally. But I only play against lizardmen. Never as them so I am not the ultimate resource on them.

LordChilipepa - August 30, 2007 09:04 AM (GMT)
It's a good army, although you should be warned that total skirmish armies require a little more brain-work to succeed at higher points values, mainly for the reason that your number of hitty units do not scale up at the same rate as the enemy's number of targets. Misdirection and deceptive deployment are important to make sure you can take on the enemy army piecemeal, otherwise most enemies will present a solid, difficult-to-flank line and negate many of your advantages.

You have 65pts spare, which I would recommend you put into 8 more skinks (boosting all your units up to 12) and the Venom of the Firefly Frog on your JSOD. The skinks because it boosts their survivability and firepower, the Venom because it boosts your Oldblood's killiness, and anything that does that is good, because the ideal aim for an Oldblood JSOD in an army like this is for him to be an independent threat to most enemy units just as much as a Stegadon or a Kroxigor unit. Your hammers are limited by your special and rare choice restrictions, and since you have no anvils, you have to milk the most you can out of them.

The Terradons are probably a good choice, considering that they give you 2 units where Huanchi Cav would only give you one, and still cost less. However, spending those two slots on light troops may cost you against tough enemies like Brets or Dwarfs. Which is why I'm going to suggest swapping out the Salamanders for another Steg. Paired Stegs are awesome: either you put one on each flank, and crush the enemy in your Vice-Like Claw of Death, or you put them both together, and stampede over the enemy's favourite unit. It gives you another hard-hitter (something Sallies can only do at a strain), and though it costs you the Fiery Fury, it's a sacrifice that may well be worth making.

Assuming you spent the 65pts as detailed above, dropping your Javelin units back down to 10-strong gives you 26pts. Change Ixcotl's scrolls to the Diadem of Power (something I'd do anyway, as it lets you tailor your magic defence/offence to the level of the enemy), and you have another 15pts. Add 'em together, you have 41pts: enough to upgrade the three Sallies to a Steg with 1 point left over. I'm not saying this is definitively better, merely that you might want to give it a try.

Oh yes, and the Flying Skink of Death is a great choice. My original 2nd Gen army ran a JSOD/FSOD tag-team, it was hilarious... my opponent would be sitting there frantically working out his magic defence plan, and having to revise it every turn as the two guys whizzed around the board, popping his mages. 's especially fun when combined with Steed of Shadows, or, under the new rules, Unseen Lurker...

And don't listen to KingTut. Javelin Skinks are the game's best combat unit :)

Thragka - August 30, 2007 06:34 PM (GMT)
QUOTE
And don't listen to KingTut. Javelin Skinks are the game's best combat unit :)

Blech, I have a dislike for javelin skinks. They tend to be resistant to fast cav, as I found out to my peril ... they stand and shoot with thrown weapons, actually have an armour save that's not too bad against the sort of units that tend to be hunting them and then they just won't break. Wolf riders bogged down by skinks is not an enjoyable experience.

I have ntohing to add about the list itself; it looks good.

LordChilipepa - August 30, 2007 09:13 PM (GMT)
My javelin skinks have destroyed a unit of mounted daemonettes in close combat. They are invincible warriors of death.

Lord of Nonsensical Crap - August 31, 2007 03:28 PM (GMT)
Chili, you've tempted me to make my list a Sacred Host of Quetzl, JUST so I can have Skinks with a 4+ save in close combat. :D

Thankee for the advice, BTW, though I doubt I'll go with the second Stegadon option (more because I don't want to pay the extra cash for a SECOND Steggie, more than anything else). I'll definitely give my Oldblood froggy death-bile, though. It'll give me a means of dealing with annoying Banshees, Dryads, etc etc.

Flame - April 13, 2008 08:10 AM (GMT)
QUOTE (LordChilipepa @ Aug 30 2007, 09:04 AM)
and the Venom of the Firefly Frog on your JSOD. The skinks because it boosts their survivability and firepower, the Venom because it boosts your Oldblood's killiness, and anything that does that is good, because the ideal aim for an Oldblood JSOD in an army like this is for him to be an independent threat to most enemy units just as much as a Stegadon or a Kroxigor unit. Your hammers are limited by your special and rare choice restrictions, and since you have no anvils, you have to milk the most you can out of them.

Assuming you want to make a legal list, I wouldn't take Chillis advise on this one...




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