I’m back at trying to make the best list possible for my Lizardmen. The good thing is that I have over 5,000 points (painted) so I can pick and choose on a lot of things. I’ve been reviewing other lists and have taken a lot of advice, so here’s what I’ve come up with… I’m going for a pretty balanced army list, that is capable of moving quickly and getting into hand-to-hand combat. I opted to beef up my Saurus Units a little, going from 20 to 24 and expanding the ranks to 6 in order to maximize frontage. I also added a Skrox unit, and, even though I’m still on the fence about this unit, I want to give it a try to see if I can be surprised. I also scrapped the EOTG and added a total of 3 Hero choices, 2 Scar-Vets and a Skink Shaman. Anyways, I’ll show the detailed changes for each category below, here we go:
Oldblood “Bot’l-Roq-It” w/Carnosaur, Shield, Armour of Destiny, Great Weapon, and Luckstone. I decided to scrap the Ogre Blade and save some points but still maintain the Strength 7. I’ll be striking last so I dropped the 5 point Potion of Speed and upgraded to the Armour of Destiny. I figured that since he’s going to be striking last he will need to be able to withstand the attacks that he will surely get. Overall, he has a 0+ Armour Save and 4+ Ward Save, and I figured that it won’t get much better than that. When it comes to his offensive output, all said and done, they will be throwing out 11 Strength 7 attacks (Carnosaur included) once a wound has been inflicted and they become subject to Frenzy.
Scar-Vet “Tee-Recks” w/shield and light armour. He is also the BSB and carries the Standard of Discipline. In total, he will have a 3+ armour save and a 6+ ward (parry) save in HtH. His banner gives +1 Leadership to the unit he’s with, bringing it up to Ld 9… on 3 dice…
Scar-Vet “Naz-Daq”w/light armour, Enchanted Shield, and the Gold Sigil Sword. This guy will join the other unit of Saurus to give it a little more offensive power. He will be striking at Initiative 10 due to the magic weapon and has a save of 2+.
Skink Shaman “Tik-Tok” w/Level 2 upgrade, Plaque of Tepok, and Rod of the Storm. I want to use this guy as a possible 1-2 dispels per turn and give just a tiny bit of offensive magic as well. He will have 3 spells so one should hopefully be good and the Rod gives him an additional Urannon’s Thunderbolt.
24 Saurus w/hand weapon and shield. Full Command. (Scar-Vet Tee-Recks will be with this unit.)
24 Saurus w/Spears and shield. Full Command. (Scar-Vet Naz-Daq will be with this unit.)
11 Skinks w/javelins and shields and 1 Kroxigor. (Skink Shaman Tik-Tok with this unit.)
10 Skink Skirmishers.
10 Skink Skirmishers.
6 Chameleon Skinks
The breakdown is as follows:
Lord: 19% Heroes: 17.1% Core: 38.3% Special: 18.9% Rare: 6.7%
In most games, this is how I’d like to set up, in order to protect the flanks of the main battleline, which will be formed by the 2 Saurus Units and Stegadon. I’d like to have the Salamanders be on one flank and the Skrox to be on the other, just in case they get a good opportunity to lend a flank attack (ok, a weak flank attack)… I will use the Vanguard special rule in the beginning of the game to get my Terradons out in front in case there are some war machines or small units, where I can utilize their Drop Rocks special rule. I am also going to do the same on a flank (determined on the opponent’s setup) with the Chameleon Skinks. They will be held until the end of setup so they can take advantage of the Scout special rule. With the BSB having Ld 9 and rolling on 3 dice, I hope that I don’t run very often and can keep the main battleline intact until the Oldblood can come around on the flank to support. The Stegadon is there for added punch as well.
Anyways, let me know what your thoughts are and I’ll keep you updated as I playtest it, which should be on Tuesday. Thanks!