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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 Cool

•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?
With all due respect, a small Dogs of War forum isn't the place to review a major Tournament list.

You would do better to try at The Warhammer Forum (warhammer.org.uk), or some other, larger site.
Well I certainly did not intend for my asking for help to insult or irritate anybody, I apologize if it did. I also appreciate your concern for protecting the site.

With that being said, I must disagree with you. The bigger forums, even though have a lot of members, are often daunting and unfriendly towards newer members or others with a low post count. Also, the number of members include idiots with an opinion that I don’t find helpful and sometimes even insulting. I happen to find the opinions of the people here to be insightful and constructive, even when disagreeing or providing criticism, and no one has made me feel bad or less then adequate for asking a question.

I have been a member of the Merchant Prince and the Black Tavern forums. Many of the members of those forums are also members here and I have been on friendly terms with many of those members and even consider several of them “forum friends.” Why would I not ask friends for assistance? I am sure they would like to see me do well in a tournament, as I would them if they were to enter this tournament. Their opinion my be relevant and help with the list and how I play.

Just because this is a small forum community I just do not see why that should preclude me from asking for assistance with a tournament list. The forum description does not limit the army lists to purely Dogs of War lists. Most everybody here has a different army that they play and Lizardmen just might be one of them.

Lastly, and I am not trying to be insulting, but I don’t quite understand why you would make that post. Just ignore the thread or even me if that is to your liking. If you wish to discuss further I do not mind, but please PM me.
I'm sorry if you took my reply badly. It's just that I figured the likelihood of someone here really knowing LM and Ard Boyz is lower than at a larger site, so I figured you'd have better odds of getting good advice at a larger site that's more tournament-oriented.

Worst case, e-mail that Stelek guy.
Reading the list and youre own comments I come up with two thoughts

-I believe the cold one knights can be used best to support the lizard on his carnosaur. If that is so a combined attack with Carnosaur and Cold One knights, a champ might be usefull. (if you want to direct youre hits to peasants and not one hard-to-eat hero)

-2x10 skink skirmishers seem better to me OR a unit of 10 ranked-up as speedbump and a unit as skirmishers. I don't know what 20 ranked-up skinks do in combat, but they are squishy with no punch right, 2 CR points less won't hurt that much if you use them offensive instead of defensive.



@JohnHwangDW: The 2500 points list of me in this same forum is one for a GT. I hoped for more comments, but the one from you was enough to help me. The list has been changed and has been mailed. On the 28th and 29th of November I will be fighting 5 battles with it. I will keep you posted! (yep I will take photo's don't worry)

@ Mouse: Maybe I am the idiot with the comment that does not help, but I am learning a lot from reading these posts and comments of the persons making the lists. Thanks for sharing!
Oh, OK, glad to have helped! Smile
(10-15-2009 05:49 PM)JohnHwangDW Wrote: [ -> ]I'm sorry if you took my reply badly. It's just that I figured the likelihood of someone here really knowing LM and Ard Boyz is lower than at a larger site, so I figured you'd have better odds of getting good advice at a larger site that's more tournament-oriented.

No worries, I may have come across a little heavy and that was not my intention. Thanks though.

(10-15-2009 05:55 PM)henerius Wrote: [ -> ]@ Mouse: Maybe I am the idiot with the comment that does not help, but I am learning a lot from reading these posts and comments of the persons making the lists. Thanks for sharing!

Not at all, I have seen commens such as "This list blows" with nothing constructive or helpfull. Someone else suggested breaking the skins into 2 units of 10, but quite honestly, I am not real sure how to play small units such as that. As you suggested maybe, speed bumps?
Smaller units are used as decoys or speedbumps.... actually you use them to tunnel the movement of youre opponent. smaller units die getting the bigshots in position for the kill.

sacrficial-When ranked the units can be used to "miss direct" charging units which can be very usefull because units that reach youre lines in 2 turns will now need more then 3 maybe even 4 turns to do so and thus can do less damage, or can be dealt with later. The "miss direct"can if placed very carefully be used to open up flanks. (use the speed of the carnosaur and the knights!)

decoy- when skirmishing they can disrupt the lines of youre opponent by march blocking. Decoy basicly works like luring units into charges and turn tail as soon as they say as much as boo. Same idea as sacrficing, you only try to make the unit survive to have another go for it.. (fast cavalry is sorely missed in the lizardmen list.)

speedbump/accelerator-When charged the unit can be used to accelerate or decelerate the speed of youre enemy, they attack and destroy the smaller unit and "run" into or close to a bigger unit in the overun or pursuit move (frenzied or units with hatred are suitable targets for this tactics, they have to!) leaving you the chance of charging or even flankcharging. When you flee they go half movement (depending on youre flee move, if they catch the unit they must move full distance. by calculating correctly where to place the unit you can achieve one of both in more then 80% of the cases)

The three above tactics "deepen" youre line. If defensiv used you can direct the enemy into a "kill zone" or delay him long enough stay away from youre weakspots. Offensiv you basicly use the smaller units at first as screen for the assault units if necessary. If not or when they survive you can use the same tactics but then on his "territory".
Thanks henerius, I truly appreciate the break down. I'm trying to get a practice game at my LGS so I can play with the set up.
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