10-15-2009, 12:57 AM
I made it into the semi-final round of this years ‘Ardboyz. I got there with a High Elf army, but I think I want to bring my Lizardmen this round. This is the list I am thinking about bringing. Please critique it for me, and be brutally honest with weaknesses you see or suggestions you might have. I am think skinned 
•Slann
The Balancing Cogitation, The Focused Rumination, BSB, Warbanner,
Plaque of Tepok, Bane Head, Dispel Scroll
•Saurus Oldblood
Carnosaur, L. Armor, Blade of Realities, Enchanted Shield
•Skink Priest
EotG, Lvl 2, Dispel Scroll, Diadem of Power
•Skink Priest
EotG, Lvl 2, Dispel Scroll, Rod of the Storm
•10 Skink Skirmishers; blowpipes
•20 Skinks; (naked)
•20 Saurus Warriors; FC, spears
•20 Saurus Warriors; FC
•20 Temple Guard; FC, Burning Blade of Chotec
•5 Cold One Cavalry; (naked)
Reasoning and justifications:
I’m thinking of going in with a heavy slann to try and get some spells off in the magic phase. I know I am taking a risk without Cupped Hands of the Old Ones and I am not sold on leaving that item behind. Plaque of Tepok frees up a slann ability. The Bane Head is for demon lords and powerhouse vampires. I had planned on going in with the Lore of Light, but somebody had pointed out the Standard of Sundering. What lore would you guys suggest to hurt a demon?
The Oldblood is in there to hunt a demon if I need to. I don’t know if the Blade of Realities will work against it, but if they do fail that critical roll, the investment will have definitely paid off.
I would like to have another unit of blowpipe skirmishers, but I just don’t have the models for it and I won’t have the time since I am trying to get the 2nd EotG ready for play. I went with a block of 20 skinks to hold them back and possible protect the rear from fast cav, gorgers, or miners that might get in behind be. They can throw javelins or rank up for combat, depending on the situation.
I added the second EotG since it just seems a ‘Ardboyz thing to do and the I can take advantage against most opponents of the engine abilities, not to mention the extra PD and DD I get.
I made the cold one cav naked. Since there is no character in the unit I do not need to worry about protecting him with a champion. I also figured no need to add a banner and offer additional victory points. I can use the cav to harry a flank or warmachine hunt. Alternatively I was contemplating dropping this unit for terradon riders.
What do you think?

•Slann
The Balancing Cogitation, The Focused Rumination, BSB, Warbanner,
Plaque of Tepok, Bane Head, Dispel Scroll
•Saurus Oldblood
Carnosaur, L. Armor, Blade of Realities, Enchanted Shield
•Skink Priest
EotG, Lvl 2, Dispel Scroll, Diadem of Power
•Skink Priest
EotG, Lvl 2, Dispel Scroll, Rod of the Storm
•10 Skink Skirmishers; blowpipes
•20 Skinks; (naked)
•20 Saurus Warriors; FC, spears
•20 Saurus Warriors; FC
•20 Temple Guard; FC, Burning Blade of Chotec
•5 Cold One Cavalry; (naked)
Reasoning and justifications:
I’m thinking of going in with a heavy slann to try and get some spells off in the magic phase. I know I am taking a risk without Cupped Hands of the Old Ones and I am not sold on leaving that item behind. Plaque of Tepok frees up a slann ability. The Bane Head is for demon lords and powerhouse vampires. I had planned on going in with the Lore of Light, but somebody had pointed out the Standard of Sundering. What lore would you guys suggest to hurt a demon?
The Oldblood is in there to hunt a demon if I need to. I don’t know if the Blade of Realities will work against it, but if they do fail that critical roll, the investment will have definitely paid off.
I would like to have another unit of blowpipe skirmishers, but I just don’t have the models for it and I won’t have the time since I am trying to get the 2nd EotG ready for play. I went with a block of 20 skinks to hold them back and possible protect the rear from fast cav, gorgers, or miners that might get in behind be. They can throw javelins or rank up for combat, depending on the situation.
I added the second EotG since it just seems a ‘Ardboyz thing to do and the I can take advantage against most opponents of the engine abilities, not to mention the extra PD and DD I get.
I made the cold one cav naked. Since there is no character in the unit I do not need to worry about protecting him with a champion. I also figured no need to add a banner and offer additional victory points. I can use the cav to harry a flank or warmachine hunt. Alternatively I was contemplating dropping this unit for terradon riders.
What do you think?
