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Lizardmen - Designing a Muscle army
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Old 03 Mar 2008, 04:35   #1 (permalink)
Shas'Ui
 
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Default Lizardmen - Designing a Muscle army

Ok so I am finally quite screwing around, got some kroxigors, and decided to designing a tournament worthy army. This is NOT a friendly list. I am making it as brutal as I can.

So the goal is -> Bring muscle on the table. As much as I can. No magic, only the best scouts (reduced scout department), and on the rest -> Muscle that I can take out anyone with. No salamanders simply not enough space for three. Why no carny? Too expensive. All and all though infantry in numbers with support of of even tougher and faster Elite.

------------------------------------------------------------------------->

Lords
Oldblood LA&GW Jaguar Charm + Aura of Quetzl under Sotek, Chotek & Quetzl = 254

Heroes
Skink Priest, lvl2, diadem = 135

Skink Chief LA&Shield + Sword of Might + Cloak + Scout + Sotek = 139

Core
10 Skinks with Javs&Shields = 60

10 Skinks with Blow pipes, scouts = 70

10 Saurus + Champion = 132

Special
2 x 3 Kroxigors = 348

5 SCOR + Banner + Hunachi's Totem = 235

7 Chameleon Skinks = 105

Rare
20 Saurus Full command under Quetzl & Tepok = 330

Total: 1808

Addition 1:
10 Saurus + Champion = 132 & 10 skinks = 60 Total: 2000

Addition 2:
Scar-Vet LA&GW + Glyph necklace + VotFFF under Quetzl & Tepok = 171 Total: 1979

------------------------------------------------------------------------->

So what do you think? Which "ending" is better? I am not sure myself. On one hand, I can not spend ton on characters and just get more muscle and on the other, I need some hidden punch for my elite and plus he will take general and therefore make lord less of a VP prize. I am also considering few options like getting a cube of darkness in 2ks. It would cost me 135 points, but will give me re-rollable dispels and chance (re-rollable 4+) to shut down the magic phase completely for a turn.
Anyways tell me what you think ^_^

Walk Tall everyone!!!!!
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Old 03 Mar 2008, 21:43   #2 (permalink)
Shas'Saal
 
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Default Re: Lizardmen - Designing a Muscle army

personally i prefer addition one

but i would suggest taking out the priest and adding another 10 saurus + champ ;D
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Old 03 Mar 2008, 23:35   #3 (permalink)
Shas'El
 
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Default Re: Lizardmen - Designing a Muscle army

You say "no magic" yet you have priests.... Huh? Otherwise, looks solid. I would want more Saurus though... You still playing southlands? I'd have more Saurus.
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Old 04 Mar 2008, 14:38   #4 (permalink)
Shas'Ui
 
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Default Re: Lizardmen - Designing a Muscle army

Quote:
Originally Posted by Scottish Gecko is back!
You say "no magic" yet you have priests.... Huh? Otherwise, looks solid. I would want more Saurus though... You still playing southlands? I'd have more Saurus.
i'm with you on this one.
more saurus and maybe some terradons? they seem to have a fanatstic ability to annoy the crap out of my opponents ;D
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Old 05 Mar 2008, 04:37   #5 (permalink)
Shas'Ui
 
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Default Re: Lizardmen - Designing a Muscle army

... No to priest means pretty much a loss in a LOT of games.

Just because you don't rely on magic, doesn't mean you should be wide open to it! Its and all comers list means it MUST have magic protection. Diadem priest gives me 3 dispel dice. Thats 5 dispel dice in a phase. With Tepok gives me additional one. In fact I am actually thinking of a second priest with cube of darkness (shuts down opponent magic phase on 4+). Protection from magic is CRUCIAL in any game. Only few games do not use magic. Also skink himself can always cast a first spell of his lore which can offer GREAT support to my own units (Portent of afar is very good spell).

I have no slots for teradons. I choose chams over teradons because their deployment rules and A LOT of things that they can do really seals it for me.

I'll try put some changes in list soon when I'll have some time since I have a good idea how to rap the list up. Thanx for comments ^_^ Hope to here more. ^_^

Walk Tall everyone!!!!!
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Old 05 Mar 2008, 13:05   #6 (permalink)
Shas'El
 
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Default Re: Lizardmen - Designing a Muscle army

OK, OK, sorry. Just, next time say "Not much magic"? Me iz easily confused.

I still stand by my other comment though, you need more Saurus. I also find groups of 12 to be best, since you can have four ranks of three or three ranks of four, as opposed to an IMO bad two ranks of five. Sure, you get more attacks, but won't (Often) make up for it in CR.

Find points for more saurus. Take your addition (#1?) That has the more Saurus, but instead of one group of 20 and one of 10, you should try getting two squads of 15, to give you equal map coverage. Your heavy hitters can't be everywhere, and against a fast army like Brettonia, they can hit your scouts fast, and be gone before your units can arrive to help (If it is a competent player, I mean.)

Only problem with your magic tactic is this: What if you face Tomb Kings? They can't be dispelled, so there goes all the points you put into that.
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Old 05 Mar 2008, 14:47   #7 (permalink)
Shas'Ui
 
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Default Re: Lizardmen - Designing a Muscle army

Quote:
OK, OK, sorry. Just, next time say "Not much magic"? Me iz easily confused.
Thats what "No magic" means mate ^_^. Every army must pack magic defense (unless its tailored).

Quote:
I still stand by my other comment though, you need more Saurus. I also find groups of 12 to be best, since you can have four ranks of three or three ranks of four, as opposed to an IMO bad two ranks of five. Sure, you get more attacks, but won't (Often) make up for it in CR.
Some one is clearly unfamiliar with idea of flanker/blocker. ^_^ They are my "wing unit" they can effectively stop flank charges of knights and other hard hitters (in fact they did many times, since even if they loose its HARD to break coldblooded LD) or charge along side the 20 men block in the opponents flank. They do not work alone either. They work in tandem with their 20 men counter part. They are in fact deployed ONLY side by side with them! Thjis way no matter what my opponent does, he can't rip me off the attacks or ranks. he charges small unit, big one (or kroxigors) will flank, he charges big one, small one will flank. 2 ranks of five give me lots of S4 attacks which are nothing to sneeth at. Not to many of BASIC (saurus are basic) infantry can give you 11 S4 attacks and have 4+ armor while doing so. That is why I do not use blocks of 15. They have not enough ranks and they would "waste" attacks. I usually go "whole ass" in something. No middle ground for me ^_^.

I am actually thinking of including a BSB in this army. That way even my kroxi's alone will be hard to break ^_^ (not to mention my saurus ^_^). Though I wouldn't be able to include my favorite BSB combo (Sword of Might + Ward) wince Sword is taken by skink. I'm going to re-write a list when I'll have spare time. And probably play test it on weekends.

***On TK, Who told you that they can't be dispelled? Dude, TK have bound spells which means they can ALWAYS be dispelled. They have no miscasts nor do they have irresistible force. Which actually means that dispel dice is better way to stop them then scrolls. They usually have minimum of say 7+ spells that are GOING off every turn. So scrolls can only do so much. Constant dispel dice give you more chances. TK have one of the STRONGEST magic "lores" in the game. I can't stop them, almost no one can. I just have to slow them down enough.***

P.S. On 20 men blocks. I used to think that those were a point sink. However after QUITE a few games, they proved to be the opposite. Unless you do some retarded move (like leave their flanks wide open or something like that) they are EXTREMELY hard to beat. In my 3k list, I am considering at least 2 x 20men blocks if not 3 (for total of 80 saurus on board) as they are ridiculously powerful force ^_^. Yes, they've got softer after new VC and HE

Walk Tall everyone!!!!!
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***
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***
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Old 06 Mar 2008, 05:18   #8 (permalink)
Shas'Ui
 
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Default Re: Lizardmen - Designing a Muscle army

Ok so this is a re-thinked list ^_^.

------------------------------------------------------------------------->

Lords
Oldblood LA&GW + Shield + Jaguar Charm + Aura of Quetzl under Sotek, Chotek & Quetzl = 257
***He got a shield for spare points ^_^***

Heroes
Skink Priest, diadem = 100
***He got level reduced and became purely defensive***

Skink Chief LA&Shield + Sword of Might + Cloak + Scout + Sotek = 139

Scar-Vet with LA + Ench Shield + Sword of Hornet under Quetzl & Tepok = 157
***He is an addition. I've never tried this set up for Scar-Vet before as I usually go with great weapon, but I might as well try it. I can always swap it on Piranha blade + Ench shield 10 more (which I have, drop shield on Oldblood and one extra skink scout). That combo will help me to rack up the overkill points in challenge.***

Core
2 x 10 Skinks with Javs&Shields = 120
***Actually one of those will have pipes, since I've got only one Jav unit***

11 Skinks with Blow pipes, scouts = 77

10 Saurus + Champion = 132

Special
2 x 3 Kroxigors = 348

5 SCOR + Banner + Hunachi's Totem = 235

7 Chameleon Skinks = 105

Rare
20 Saurus Full command under Quetzl & Tepok = 330

Total: 2000
------------------------------------------------------------------------->

So thats pretty much the list ^_^ Tell me what you think on "new and improved" ^_^.

Walk Tall everyone!!!!!
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- What man is a man who doesn't make this world a better place?
***
- Definitely, mostly not about the girl.
***
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Old 06 Mar 2008, 12:34   #9 (permalink)
Shas'Ui
 
Join Date: Dec 2006
Location: The Garden City
Posts: 918
Default Re: Lizardmen - Designing a Muscle army

Quote:
Originally Posted by Red_dog
Ok so this is a re-thinked list ^_^.

------------------------------------------------------------------------->

Lords
Oldblood LA&GW + Shield + Jaguar Charm + Aura of Quetzl under Sotek, Chotek & Quetzl = 257
***He got a shield for spare points ^_^***

Heroes
Skink Priest, diadem = 100
***He got level reduced and became purely defensive***

Skink Chief LA&Shield + Sword of Might + Cloak + Scout + Sotek = 139

Scar-Vet with LA + Ench Shield + Sword of Hornet under Quetzl & Tepok = 157
***He is an addition. I've never tried this set up for Scar-Vet before as I usually go with great weapon, but I might as well try it. I can always swap it on Piranha blade + Ench shield 10 more (which I have, drop shield on Oldblood and one extra skink scout). That combo will help me to rack up the overkill points in challenge.***

Core
2 x 10 Skinks with Javs&Shields = 120
***Actually one of those will have pipes, since I've got only one Jav unit***

11 Skinks with Blow pipes, scouts = 77

10 Saurus + Champion = 132

Special
2 x 3 Kroxigors = 348

5 SCOR + Banner + Hunachi's Totem = 235

7 Chameleon Skinks = 105

Rare
20 Saurus Full command under Quetzl & Tepok = 330

Total: 2000
------------------------------------------------------------------------->

So thats pretty much the list ^_^ Tell me what you think on "new and improved" ^_^.

Walk Tall everyone!!!!!
I like it! ;D
scary oldblood IMO
I don't want to be at the wrong end of that
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Old 06 Mar 2008, 21:29   #10 (permalink)
Shas'Ui
 
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Default Re: Lizardmen - Designing a Muscle army

Quote:
I don't want to be at the wrong end of that
Me wants! ;D

Seriously, I´d love to play you, Red_Dog. My Dwarfs would show you some muscles... and you could be sure there is no gunline, only pure brutality in the shape of axes and hammers.

I really like the army, but I doubt the effciency of 20 Saurus... so it is your task to convince me by writing battle reports ASAP. ;D

Oh, and one thing: Your Scar vet would benefit from a cold one.
Am I the only person wanting a nice beer whenever those lizard-steeds come up- hmmm... cold ones... ;D

Greetz, Trogdor

PS: "A One that is not cold is scarcely a One at all."

"The ONE[sup]itude[/sup] is directly proportional to the COLD[sup]itude[/sup] of a One."

Whoever get´s that is my favorit person of the week, with option of becoming the favorit person of the month!
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