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Post by crownprinceimrik on Jun 22, 2019 9:19:14 GMT
Haha, unfortunately Battlescribe was correct. The base cost of a Carnosaur is indeed 220 points, however, if you want Loping Stride and Bloodroar it ups the cost to 260 points per Carnosaur. Loping Stride I would say is always worth buying, getting into combat more reliably is always worth the extra 15 points. Bloodroar is much more situational. Against Undead, Daemons, and Dwarves it's worthless. Against Empire, Bretonnia, or any moderate leadership army it can actually work pretty well.
As for a 15pt magic weapon, I'd go for Sword of Striking for the +1 to hit due to the poor Lizardmen WS, or if you can squeeze the extra 5 points I'd go for Sword of Might. Although, as a counter point, if you aren't expecting Ethereal units at all, then you could go for the OTS. It substantially increases the hitting power of a character on Carnosaur and particularly helps kill any nasty characters that might dare challenge your monster.
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Post by knoffles on Jun 22, 2019 10:29:19 GMT
Damn I’m all over the shop lol. I forgot to upgrade ☺️. Ok no salamander and both upgrades are in the list (edited the post for the changes)
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Post by knoffles on Jun 23, 2019 9:55:22 GMT
I've also been toying with the idea of dropping the Saurus block and running a Skroxigor unit instead as the bunker. I know they tend to be thought of as not very good but this seems to be mainly down to the changes from the previous edition and the fact that you can attack the Krox now (and so that means nothing to me as I never played 7th).
As I was considering running 6 Krox anyway, I don't see too much of a disadvantage of running them in a big enough cohort.
So i'm thinking 48 Skinks with full command, 5 Krox and Tetto would join them.
They would go into horde formation, so 10 skinks wide with 2 Krox and tetto in the 2nd rank and 3 Krox in the '3rd' rank. Overall this would give the unit 6 Ranks so it would keep steadfast and full combat res against quite a few foes for a few turns. Due to horde rules, all the Krox would be able to attack and having Tetto in the unit, would limit the number of attacks that could be directed at the Krox (only two could be targeted and Tetto wouldn't be able to be targeted - IF I have understood these rules correctly).
It would also have the advantage of being movement 6 vs 4 for the Saurus, so could keep up with the monster mash list (and it's different to a lot of the Lizardmen lists I've seen)
Now the main disadvantages are those normally associated with big deathstar units, namely having all your eggs in one basket! They also only have T2 so will bleed combat res and the unit (without Tetto) costs a whopping 520 points (and i'd have to pick up another 20 odd skinks to run it...).
Has anyone tried this? Any thoughts on it?
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Post by mottdon on Jun 27, 2019 12:07:09 GMT
Sorry, I'm coming to this party late!
I love monster mash L-men lists! I run them as much as I can!
The first thing that has hit me after catching up on the posts, was your lack of magic defense. I think you might do well to shave a few points (Warriors or Skinks) and take a Lv1 priest with a dispel scroll. (Your scroll caddy).Right now, all you have for magic defense is a Lv2 defender. Adding a scroll would help tons.
You could also give him the lore of beasts for that oh-so-juicy Wyssans Wildform. If you opt for taking the massive Cohort, then I'd definitely want him in a small Skink bunker behind that unit, in order to buff them up. Even if you decide to go with Warriors, the extra tic of strength and toughness would make them incredibly scary!
I ran a cohort unit a while back against VC, and it had 3 Kroxigor in it, a a first wave attack force. I also ran a Slann with the lore of beasts behind them, buffing them up with Wyssans and Curse of Anrahir. It took about 4 rounds, but they eventually ground down a horde of 50 Skeletons with a Vampire in them. They definitely needed the buffs though, and the extra punch from the Kroxigor.
Saying that, I'm not sure that I'd put more than 3 Kroxigor in the unit with them. (Maybe this is where you save points for a scroll caddy?) If you want to take 6 Kroxigor, I'd make them their own unit. All those Skinks open them up to losing through Combat Res. Poisoned Attacks on the Cohort are a must as well.
Personally, I'd take a GW on the Oldblood and Scar Vet as well. If you do face some Ethereal units, throw your Skirmisher screens at them and redirect those guys as much as possible, until you can hit them with a lightening bolt or a Solar Engine beam. Your EotG might even help out there.
Javelins over blowpipes.
I like the two units of Rippers. Pushing them up behind enemy lines is a must. Even if they don't have any warmachines. You'll want them threatening the rear charges. Since your running TWO Carnosaurs, your opponents will be so distracted by the two enormous T-Rex's bearing down on them, the Rippers won't feel as much of a threat. Just remember, they work much like Wood Elf Wild Riders. Glass Cannons.
Your Bassy is a great anchor for guarding the flank of your main combat block. And while I think the Solar Engine is better, the Ark of Sotec can be lots of fun with 2-3 Jungle Swarms in front of it, providing poisoned Attacks to blocks of Warriors. Talk about nasty!
Some things to think about.
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Post by knoffles on Jun 27, 2019 12:55:02 GMT
Cheers mottdonQuick question, can someone like tetto bunker in a skirmished unit (probably one for the rules part but just thought I’d throw it out here).
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Post by mottdon on Jun 27, 2019 21:29:12 GMT
Cheers mottdonQuick question, can someone like tetto bunker in a skirmished unit (probably one for the rules part but just thought I’d throw it out here). I don't think so, but that's probably a question for Fidelis.
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Post by knoffles on Jun 28, 2019 6:10:05 GMT
Cheers mottdonQuick question, can someone like tetto bunker in a skirmished unit (probably one for the rules part but just thought I’d throw it out here). I don't think so, but that's probably a question for Fidelis. Looking into it, oddly it seems quite clear cut he can. Pg77 of the brb says Characters can join skirmishers unless they are mounted. Although he is on a palanquin it’s rules (like those of the slann’s) give him the infantry troop type. So I think I’ll remove the cohort altogether and put him in a skirmishers unit.
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Post by crownprinceimrik on Jun 28, 2019 7:07:58 GMT
He can, but you can't put him in the second rank, he will be off to the side. His special rule for the second rank only applies to Cohorts.
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Post by FvonSigmaringen on Jun 28, 2019 8:04:00 GMT
As so often, forget the fluff. Ruleswise, the Palanquin of Constellations is a special rule, not a mount. As such, Tetto’eko can join a unit of skirmishers. As crownprinceimrik says, you cannot put him in the second rank. However, AFAIK his footprint is compatible with that of skinks (40x40mm versus 20x20mm)and he would not need to be off to the side.
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Post by mottdon on Jun 28, 2019 12:20:33 GMT
Annnnd that's why I said Fidelis should speak to this.
I've never seen him taken in a unit of Skirmishers. I think the Cohort would offer more protection for him, but I can't say for certain because I've never seen him in play with Skirmishers.
I'd assume he gets the -1 to hit from shooting, along with the Skinks? So you'd just roll a different color dice for him? Or would it be better for him if he's in the second rank of a cohort (vs shooting)?
Also, how large are you planning on making this Skirmisher unit?
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Post by livewaaaaagh on Jun 28, 2019 14:26:07 GMT
I would keep him in the Cohort unit with Kroxis if anything. He has almost no save that I recall (no book with me). The defense of having him in the 2nd rank is important. Granted, you don't really want his unit in combat anyway, but ..
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Post by knoffles on Jun 28, 2019 21:31:45 GMT
He’d get the -1 to hit for shooting for skirmish and he gets his 5++ Ward from the minor shield of the old ones. Granted the protection might not be as good as in the cohort but I quite liked the idea of having him very maneouverable in the skirmishers (just a standard unit of 10), loitering behind the saurus. I thought it might be a bit different too.
Not saying I’ll do this. Still playing around. Cheers for all the thoughts.
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Post by mottdon on Jun 29, 2019 21:57:59 GMT
Might be a good idea! I say just try it. You might want to keep a second unit of Skirmishers nearby to either act as a chaff screen or an alternative unit to jump into.
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Post by knoffles on Dec 23, 2019 13:01:09 GMT
Road to Riotville
Annnd to try and galvanise me into painting the Lizards, I thought it only right that I should also put together a couple of lists for them too.
My only aim was to include no Slann and have a Carnosaur. I’ll admit that the first list is my preferred of the two but open for comments on either as I’ve yet to actually field Lizards.
List 1 - Dual Carnosaur
This is about as close to a full monster mash that I can do with the models I own.
Oldblood (General) - Carnosaur, LA, Halberd, charmed shield, dragonbane gem, loping stride - 397pts Scar Vet (BSB) - Carnosaur, LA, Dragonhelm, shield, loping stride - 360pts Skink priest (Beasts - lvl1) - dispel scroll - 90pts
25 Saurus - FC - 305pts 11 Skink skirmishers - javelins and shields - 77pts 10 Skink skirmishers - javelins and shields - 70pts
Bastilidon - solar engine - 150pts 3 Ripperdactyls - 120pts
Ancient Steg - 230pts
Total - 1799pts
List 2 - Tetto
Not really sure what I’m doing with this one. It has the compulsory 2 dino’s and tetto. The bsb is on a coldone as I couldn’t fit in another Carnosaur with tetto in the list. Double rippers because I thought they’d be fun.
Oldblood (General) - Carnosaur, loping stride, Dragonhelm, ToP, GW - 445pts Tetto - 185pts Scar Vet (BSB) - coldone, sacred stegadon helm, GW - 175pts
25 Saurus - FC - 305pts 11 Skink skirmishers - javelins and shields - 77pts 10 Skink skirmishers - javelins and shields - 70pta
3 Ripperdactyls - 120pts 3 Ripperdactyls - 120pts
Ancient Steg - Eotgs - sharpened horns - 300pts
Total - 1797pts
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Post by knoffles on Mar 17, 2022 13:35:46 GMT
Because I’m in a list building mood at the minute (probably excitement over Riotville), I’m revisiting my Lizards as potential for the event. I’d need to paint a fair few bits for this over the next month though.
Two 1,800pt lists today. A variation on the duel Carnosaur and a more traditional list.
Though I’ve faced lizards a lot, I’ve barely played them.
Riotville Lizard - Carnosaur Lizardmen
Saurus Oldblood: great weapon; light armour; Carnosaur (Bloodroar); Charmed Shield; Talisman of Preservation 450
Saurus Scar-Veteran: Battle Standard; great weapon; Carnosaur (Bloodroar); Armour of Destiny 404
26 Saurus Warriors: Spawn Leader; musician; standard bearer 316
10 Skink Skirmishers: Lustrian javelins and shields 70
10 Skink Skirmishers: Lustrian javelins and shields 70
3 Ripperdactyl Riders 120
3 Ripperdactyl Riders 120
Ancient Stegadon: Sharpened Horns 250
1,800 points
Lizards - Riotville Lizardmen
Slann Mage-Priest: Battle Standard Bearer (Skavenpelt Banner); Lore of Light; Harmonic Convergence; Channelling Staff 435
Saurus Scar-Veteran: great weapon; light armour; Cold One; Dragonhelm 120
Skink Chief: spear; light armour; Terradon; Charmed Shield 84
30 Saurus Warriors: Spawn Leader; musician; standard bearer 360
10 Skink Skirmishers: Lustrian javelins and shields 70
10 Skink Skirmishers: Lustrian javelins and shields 70
26 Temple Guard: Revered Guardian; musician; standard bearer (Standard of Discipline) 409
Ancient Stegadon: Sharpened Horns 250
1,798 points
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