Post by majordodo on Feb 19, 2009 11:17:38 GMT 9.5
Howdy guys, just looking for some input on the lizardmen list im working on, since i like to have a list worked out before i collect the army to make things easier.
First things first, the army is themed on last stand in or flight from a temple city thats being over run. Also i wanted to be different and instead of going steg crazy.... NO STEGS! Thats right, not a single one. Instead im going for the Lizardmen's other big strength, magic and lots of it. Ill put an explanation for each choice, and hopefully with your input i can tweak it into a decent army.
Ok here it is:
Lord:
Slaan Mage Priest (Lore of Light) - 275pts
- 3 Disciplines - 100pts
-- Focused Rumination (Free power dice with every cast attempt)
-- Becalming Cogitation (Remove 6's on casts by 1 enemy mage)
-- Harrowing Scrutiny (Cause Terror)
- Cupped Hands of the Old Ones - 45pts (If miscast spell, roll D6 on a 1 suffer miscast as normal, on 2+ enemy mage in line of sight and 24" suffers it ignoring a roll of 5-6)
This guy is obviously my power house caster, he's going to be going straight down the middle in a big unit of templeguard and hopefully blasting the hell out of everything with his spells while ideally being protected from miscasts and enemy magic by his disciplines and item.
Hero:
Chakax The Eternity Warden - 335pts
Chakax will be going in the unit of temple guard along with the Slaan. This will make them unbreakable and he'll hopefully be able to deal with any nasties that get thrown at them. It also fits my theme, its easy to imagine him being sent in to extract the Slaan from danger before the city falls.
Skink Priest - 65pts
Skink Priest- 65pts
- Cloak of Feathers - 25pts
These 2 guys have a very simple role to fulfil, theyre power relays for the Slaans magic, letting him cast as if he was in their place which should hopefully mean nothing will be safe from his magic. The cloak of feaths on the 2nd skink will allow him to both escape quickly and get into position to hurt things alot more.
Core:
Saurus Warriors (15) - 165pts
- Command - 30pts
Saurus Warriors (15) - 165pts
- Command - 30pts
Skinks (30) - 150pts
- Command - 22pts
These guys are my necessary core choices, the saurus will hopefully guard the flanks of the templguard unit while providing some non to shabby hitting power. I decided to take a leaf out of the greenskin playbook with the skinks, theyre just one big relatively cheap meat shield which should hopefully have the numbers to avoid breaking on the first turn of combat.
Special:
Temple Guard (20) - 320pts
- Command - 35pts
Terradon Riders (4) - 120pts
- Brave - 10pts
The Temple Guard are my melee heavy hitters and will provide a good anchor for the force, able to withstand almost anything it will get thrown at it. The terradon riders are snipers and march blockers, theyre there to be as annoying as possible, dropping their salvo of rocks on vulnerable units (probably enemy mages or runesmiths) and just to be a nuisance to the enemy.
Rare:
Razordon Hunting Pack (3) - 225pts
- Extra handlers (3) - 15pts
These guys are my shooters, theyll be hanging back midfield and peppering the enemy to soften them up for charges and just be a pain in the ass, i might stick them on the flank since anyone is going to think twice about charging them (there stand and shoot is double the normal shots).
Total Points: 2197
Well, what do you guys think? Take my ideas with a grain of salt, since im pretty damn new to Fantasy letalone the lizards.
First things first, the army is themed on last stand in or flight from a temple city thats being over run. Also i wanted to be different and instead of going steg crazy.... NO STEGS! Thats right, not a single one. Instead im going for the Lizardmen's other big strength, magic and lots of it. Ill put an explanation for each choice, and hopefully with your input i can tweak it into a decent army.
Ok here it is:
Lord:
Slaan Mage Priest (Lore of Light) - 275pts
- 3 Disciplines - 100pts
-- Focused Rumination (Free power dice with every cast attempt)
-- Becalming Cogitation (Remove 6's on casts by 1 enemy mage)
-- Harrowing Scrutiny (Cause Terror)
- Cupped Hands of the Old Ones - 45pts (If miscast spell, roll D6 on a 1 suffer miscast as normal, on 2+ enemy mage in line of sight and 24" suffers it ignoring a roll of 5-6)
This guy is obviously my power house caster, he's going to be going straight down the middle in a big unit of templeguard and hopefully blasting the hell out of everything with his spells while ideally being protected from miscasts and enemy magic by his disciplines and item.
Hero:
Chakax The Eternity Warden - 335pts
Chakax will be going in the unit of temple guard along with the Slaan. This will make them unbreakable and he'll hopefully be able to deal with any nasties that get thrown at them. It also fits my theme, its easy to imagine him being sent in to extract the Slaan from danger before the city falls.
Skink Priest - 65pts
Skink Priest- 65pts
- Cloak of Feathers - 25pts
These 2 guys have a very simple role to fulfil, theyre power relays for the Slaans magic, letting him cast as if he was in their place which should hopefully mean nothing will be safe from his magic. The cloak of feaths on the 2nd skink will allow him to both escape quickly and get into position to hurt things alot more.
Core:
Saurus Warriors (15) - 165pts
- Command - 30pts
Saurus Warriors (15) - 165pts
- Command - 30pts
Skinks (30) - 150pts
- Command - 22pts
These guys are my necessary core choices, the saurus will hopefully guard the flanks of the templguard unit while providing some non to shabby hitting power. I decided to take a leaf out of the greenskin playbook with the skinks, theyre just one big relatively cheap meat shield which should hopefully have the numbers to avoid breaking on the first turn of combat.
Special:
Temple Guard (20) - 320pts
- Command - 35pts
Terradon Riders (4) - 120pts
- Brave - 10pts
The Temple Guard are my melee heavy hitters and will provide a good anchor for the force, able to withstand almost anything it will get thrown at it. The terradon riders are snipers and march blockers, theyre there to be as annoying as possible, dropping their salvo of rocks on vulnerable units (probably enemy mages or runesmiths) and just to be a nuisance to the enemy.
Rare:
Razordon Hunting Pack (3) - 225pts
- Extra handlers (3) - 15pts
These guys are my shooters, theyll be hanging back midfield and peppering the enemy to soften them up for charges and just be a pain in the ass, i might stick them on the flank since anyone is going to think twice about charging them (there stand and shoot is double the normal shots).
Total Points: 2197
Well, what do you guys think? Take my ideas with a grain of salt, since im pretty damn new to Fantasy letalone the lizards.