The new Lizard list..

Slann Mage-Priest : Lord - General - Battle Standard Bearer
Power Stone - Once per battle, adds 2 dice to a casting roll.
Power Stone - Once per battle, adds 2 dice to a casting roll.
Cupped Hands of the Old One - One use only; If the bearer miscasts an enemy wizard within line of sight will suffer the effects (ignoring 5-6) on a 2+.
The Focused Rumination - The Mage-Priest adds one "free" power die to each spell cast
Focus of Mystery - The Mage-Priest knows every spell from one lore
Sun Standard of Chotec - Missiles fired at the unit suffer -1 to hit, -2 if fired within 12"


Saurus Scar-Veteran: Hero
Hand Weapon; Light Armour; Scaly Skin
Burning Blade of Chotec - Extra -2 to armor saves. All attacks count as Flaming.
Maiming Shield - + 6 armor save, +1 Attack (total of 5)
Old One - Causes Fear; Stupid

Skink Priest: Hero - Level 2
Channeling: Slann Mage Priests may use a skink as the origin of magic missile spells. The spell is cast as if the Slaan is where the Skink Priest is, but miscasts affect the Slaan normally.; Hand Weapon; Aquatic
Dispel Scroll - Once per battle, automatically dispels an enemy spell
Dispel Scroll - Once per battle, automatically dispels an enemy spell
Ancient Stegadon: D6+1 Impact Hits. Jungle Poisons; 5 Skink Crew (4 if ridden by character); Engine of the Gods: If the Skink Priest is alive, he may use the engine (Lizardman army book p55): The Arcane Configuration, The Burning Alignment, The Portent of Warding.; Causes Terror; Immune to Psychology; Large Target; Scaly Skin; Stubborn

Saurus Warriors: Core (15)
Musician, Standard Bearer, Hand Weapon; Spear; Shield; Scaly Skin

Saurus Warriors: Core (15)
Musician, Standard Bearer, Hand Weapon; Spear; Shield; Scaly Skin

Skink Skirmishers: Core (10)
Hand Weapon; Blowpipe; Aquatic; Skirmishers

Skink Skirmishers: Core (10)
Hand Weapon; Blowpipe; Aquatic; Skirmishers

Chameleon Skinks: Special (6)
Enemies are at -1 to hit when shooting this unit. When deploying as Scouts, you may observe no minimum distance between this unit and the enemy, or place them in the open but more than 12" away.; Hand Weapon; Blowpipe; Aquatic; Scouts; Skirmishers

Temple Guard: Special (20)
Musician Mus; Standard Bearer Std; Hand Weapon; Halberd; Light Armour; Shield; Scaly Skin
Revered Guardian
War Banner - +1 Combat Resolution
Sacred Duty: If a Slann is present, he must join the Temple Guard unit and cannot leave. While he is in the unit, the unit is Stubborn

Cold One Cavalry (5)
Musician ; Hand Weapon; Spear; Shield; Causes Fear; Scaly Skin
Stupid

Total Cost: 2248

Roster Statistics
Casting Dice: 9
Dispel Dice: 6
General's Ld: 9
# Models: 89



5 Response to "The new Lizard list.."

  1. A smaller force than you normally take, however you make up for that in spades with the Slann+temple guard. A very solid anvil that players can not ignore due to Slann pumping out so much magic. I see you dropped the Salamander team. i think that may hurt you, but you may get some good use out of the cold one cavalry. Sure like a fear causing movable war machine with ranged flame template! (Oh well maybe next time.) I look forward to seeing the army in action.

    ~John

    I dunno I don't think the Salamander team will bring to the table what that fat unit of temple guard brings..

    I can tell you now I fear that unit more than any other.. Even Calvins anvil isn't as nasty as this death star...

    It wasn't a matter of selecting the salamander team over the temple guard...I think a flaming template that is shot from a mobile fear causer is a good thing. Not a huge point sink like a unit of three is, but still gives you block smashing power of the flame template.

    All the times I have played Tom's lizzies or even Calvin's DE Cold One Knights have never been decisive.

    Butt Head says:

    The Salamander's effectiveness is too random. If he hits with the template, it's devistating, but having to rely on the artillery dice to figure out far it goes is too random.

    The reason why my Cold Ones have never done anything is I have never used them properly. With the Temple Guard and Saurus moving up together as a wall, I can hang back with the Cold Ones and wait for the sweet spot to charge with them.

    Jwolf says:

    Slaan is well built; nothing I would change that isn't just a matter of preference. Soul of Stone is something I take with cupped hands - no sense not passing off a really bad one, if you can.

    I think the priest really benefits from the war drum and +1 spell item; 3 spell choices on the priest pretty much ensures you get a spell that requires enemy attention (thus draining dispel dice and scrolls, makign the Slaan even more deadly). War drum is simply fantastic for doing terrible things with the Engine.

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