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Old 02-29-2008   #1 (permalink)
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Default 2500pts Lizardmen

Lords and Heroes
186-Saurus Oldblood: Piranha Blade, Spawning of Tzunki, light armor, shield

94-Skink Chief: light armor, shield, Staff of the Lost Sun

125-Skink Priest: Level 2 Wizard, Dispel Scroll

100-Skink Priest: Level 2 Wizard

100-Skink Priest: Level 2 Wizard

Core Units
155-Skink Skirmishers (25): Brave

155-Skink Skirmishers (25): Brave, javelins and shields

145-Skink Skirmishers (20): Brave, scouts

145-Skink Skirmishers (20): Brave, scouts, javelins and shields

66-Skink Skirmishers (10): Brave

70-Skink Skirmishers (10): Scouts

60-Skink Skirmishers (10): javelins and shields

60-Skink Skirmishers (10)

270-Saurus Warriors (20): Full Command

255-Saurus Warriors (15): Full Command, spears

180-Jungle Swarm (3)

Special Units
330-Saurus Calvary (8): Full Command

Total-2496
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Old 05-04-2008   #2 (permalink)
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Default Re: 2500pts Lizardmen

kl not bad
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Old 3 Weeks Ago   #3 (permalink)
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Default Re: 2500pts Lizardmen

seems good, but that is a crap load of skinks. ok so first, why didn't all of your mages get scrolls?? one really willn't do anything and you should look into getting them some type of arcane item. second skinks don't last in combat, so just stay away for it. your Saurus seem unsuported considering there ment for combat, they will probly have some trouble with high toughtness units (like orges), units with high armour save (like calvery), units with high weapon skill/ inisitive (elves, chaos, ect), and armys what can field a crap load of shooting (empire, dwarfs, ect). droping some of the skinks or even just the scout upgrade sould free up enough points so you could make the cold one rides to a unit of ten or make the unit of fiffteen saurus a unit of tweenty. personaly i think you should drop some skinks and bring some Croksigors or some teridon riders (sorry for most likely buchering the spelling of their names). hopw i was able to help
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Old 3 Weeks Ago   #4 (permalink)
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Default Re: 2500pts Lizardmen

i love skinks and always wnated to mae a southlands list but i like this too. with that many skirmishers you will run circles around your opponent all the while pelting him with craploads of poison blowpipes or javelins.
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1000pts wood elves-2/0/0
2000pts lizardmen-2/0/4

i like armies
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Old 3 Weeks Ago   #5 (permalink)
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Default Re: 2500pts Lizardmen

Quote:
Originally Posted by kenshin620 View Post
Lords and Heroes
186-Saurus Oldblood: Piranha Blade, Spawning of Tzunki, light armor, shield

94-Skink Chief: light armor, shield, Staff of the Lost Sun

drop

125-Skink Priest: Level 2 Wizard, Dispel Scroll

give quetzel to as many of the priests as you can

100-Skink Priest: Level 2 Wizard

100-Skink Priest: Level 2 Wizard

Core Units
155-Skink Skirmishers (25): Brave

155-Skink Skirmishers (25): Brave, javelins and shields

145-Skink Skirmishers (20): Brave, scouts

145-Skink Skirmishers (20): Brave, scouts, javelins and shields

66-Skink Skirmishers (10): Brave

70-Skink Skirmishers (10): Scouts

60-Skink Skirmishers (10): javelins and shields

60-Skink Skirmishers (10)

brave = waste of points on +1 BS that could be spent on kroxigors/upgrades

270-Saurus Warriors (20): Full Command

255-Saurus Warriors (15): Full Command, spears

lose the spears, sword + shield is a better combo, gives +1 armor save, don't belive me, check the tactics on the pyramid vault - link can be given if requested

180-Jungle Swarm (3)

swarms suck in 7th, use the points on kroxigors/saurus blocks/upgrades

Special Units
330-Saurus Calvary (8): Full Command

drop to 7 and field in 1 line

MAJIOR CONCERN: you have no jaguar sarus of doom. this is a must in any sizable lizzie army.

Total-2496

suggestions in quote, i've had experience with almost all fantasy armies, so bear with me.
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