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Grand Design of The Old Ones
LIZARDMEN TACTICS - BY MARK HAVENER


Page: 1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18|19|20

3,000 POINT ARMY LIST
Lizardmen Terradon3,000 points is where you often have to clear the cupboards and put it all out on the table. In my case I have well over 3,000 points in Lizardmen that I have collected over the years, so have a few options. Once again, for this army we will be building upon the army above.

I think we're about to the point where we can add a fighting character back into the force. I briefly consider a Saurus Oldblood, as I can have an additional Lord-level character at 3,000 points, and a Carnosaur is tempting, but then I have to discard the idea — I have already decided that I want to add another Skink Shaman to my force and I also want more troops! So I add the original General back in — the Scar-Vet who led my 1,000 point army makes another appearance!

At 3,000 points I'm likely to be outgunned in the Magic phase if I don't add to my spell-casting ability. So (as mentioned above) I decide to add another Level 2 Skink Shaman (with mandatory Dispel Scroll), as well as increase the Level 1 Skink Shaman to Level 2. 3 more Casting dice should allow me to get a few spells off, and two more Dispel dice and a Dispel Scroll should still keep me relatively safe from enemy spell-casting!

On to the troops. Another unit of Saurus are in order, so I add in another 20 Saurus Warriors with shield, standard, Musician and Champion. I also decide on a second unit of 3 Kroxigors... I can always find a use for another 9 Strength 7 attacks! These two units mean that my line is going to be further extended, which means that another screening unit of Skinks is on order.

Points are again getting low, so I take stock of what I have... 2,802 points spent, 198 left! I consider investing in some heavy cavalry of my own. With 198 points I can purchase 5 Saurus Cavalry with standard... not bad. But not really my style either. I'd really like to add two more units into the army — one more unit of Skink Skirmishers and either a unit of Terradons or a unit of Salamanders. It will take 60 points for 10 more Skink Skirmishers with javelin and shield, which leaves me enough points for either 4 Terradons or 2 Salamander Hunting Packs. I opt for the Terradons, as to me they are closer in feel to dinosaurs (it's really that simple... either is a viable choice, so when that is the case I like to go with what 'feels better' to me). I have to do a bit more fiddling, so drop a Saurus Warrior from the Mage-Priest's bodyguard, add a Skink Skirmisher scout, and I have my finished army.

So the full 3,000 points force is:

UNITS

POINTS

Slann Mage-Priest
with 4th Generation, Divine Plaque of Protection, Diadem of Power, Army Standard: War Banner

460

Saurus Scar-veteran
with light armour, shield, Great weapon
Aura of Quetzl, Venom of the Firefly Frog

138

Skink Shaman
with Extra Level, Dispel Scroll

125

Skink Shaman
with Extra Level, Dispel Scroll

125

Skink Shaman
with Extra Level, Dispel Scroll

125

20 Saurus Warriors
with hand weapon, shield, standard, Musician, and Champion

270

20 Saurus Warriors
with hand weapon, shield, standard, Musician, and Champion

270

17 Saurus Warriors
with hand weapon, shield, Blessed Spawning of
Tlazcotl, standard, Musician, and Champion

254

11 Skink Skirmishers
with javelin, shield

60

11 Skink Skirmishers
with javelin, shield

60

11 Skink Skirmishers
with javelin, shield

60

11 Skink Skirmishers
with blowpipe, Scouts

77

10 Skink Skirmishers
with blowpipe, Scouts

70

3 Jungle Swarms

180

3 Kroxigors
with Great weapons

174

3 Kroxigors
with Great weapons

174

4 Terradons
with hand weapons and javelins

140

Stegadon

235

TOTAL

2,997

I finally have enough units to mutually support each other... unfortunately, at this points level, my opponent will have more units as well! So the strategy is much the same as before, with the Saurus blocks holding the centre, Swarms holding one flank, and the rest of my heavy-hitting support units holding the other.

Temple Guard

With the Scar-Vet and the Mage-Priest in the same army, I will want to think a bit more on my spell selection. I will want to take at least one spell from the Shadow Lore now, as Steed of Shadows (the default spell) can now be used to fling the Scar-Vet around where he is most needed, and I no longer have to worry about losing my General when I throw him into combat! In addition to all the Skink shooting, I can now harass the enemy with my small unit of Terradons. The cupboard is now almost clean, and I've managed to pull together an army that should be fun to play with and tough to face on the battlefield!

Temple Guard

Next: Introduction & Army Lists
Previous:
2,000 Point Army List

Related Articles:
Lizardmen Miniature Gallery | Lizardmen Designers Notes

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Lizardmen

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