Colonial GT Lizard V2.0 Now with more lizardly flavor

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SkavenInAZ
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Re: Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby SkavenInAZ » Sun Sep 15, 2013 7:16 am

His old list had a scar vet in with them. Didn't help much

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Re: Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby SkavenInAZ » Sun Sep 15, 2013 7:18 am

As far as the swarms go, they won't bleed rez if they're in the flank, as they should be. Minimal attacks back 4 or5 settings per base with poison will hold up in combat..

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honorandglory
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Re: Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby honorandglory » Sun Sep 15, 2013 5:06 pm

Like I said bus them with three heavy hitting characters, or pair them down and hunt flanks and chaff and war machines. They hit almost like a Chaos Knight on the charge, and better than Emperial knights after, and we are seeing both in tournaments. Hit them with a Beast signature and they are pretty amazing. Can skinkpriests take any kind of mount?


If the swarm hits a corner they have 2to 3 attacks coming in. Easy to do if you bring them in second wave, and they can protect flanks on the way in from chaff.
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Re: Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby Lightningman » Sun Sep 15, 2013 9:03 pm

have to double check but you might be able to put skink priest on terradon. Either way he moves 6 and the saurus cav move 7 so keeping up well enough to buff them isn't hard.
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Re: Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby honorandglory » Mon Sep 16, 2013 4:41 am

A double tap of wild form is pretty scary on a Cold one bus. Str7 T 6 2+ armour 2 attack with a possible third, and 2 str 5 from the cold ones.ouch.
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SkavenInAZ
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Re: Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby SkavenInAZ » Mon Sep 16, 2013 5:17 am

He'd have to take 3 mages to do that since High magic is so prevalent -- and it's taking dice away from the frog at that point.

Plus, if you have to magic something to make it worth taking....... is it really worth taking?
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Re: Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby honorandglory » Mon Sep 16, 2013 5:58 pm

I would not put a Slaan in the list, don't think they NEED one to be competitive. I may try double Oldblood and scarvets. skunk priests and blastidons. sprinkle with Terrors and Rollers and stegs. Skink cloud as core.
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SkavenInAZ
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Re: Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby SkavenInAZ » Mon Sep 16, 2013 8:09 pm

Ahh, so you just want him to rewrite his whole list to fit what you like... got it ;) Just making sure!

Why don't you post what you'd take so we can all see it.
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Re: Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby honorandglory » Mon Sep 16, 2013 9:08 pm

Nah, I would stick with the first.list, with some changes. Sub the slaan for the oldblood and another priest.. If possible find points for a scarvet,and some fast cav (terradons or Rippers). Maybe change templeguard to reg saurs for points.

Not big changes like from the first list to the second. Just ideas, that I think may work and be fun to play.
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Re: Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby cmccracken86 » Tue Sep 17, 2013 11:42 am

After much thought i decided on some adjustments.
New List looks like this

Slaan (same kit)Add ironcurse icon

Skink Priest (Same kit)

Saurus Warriors x24 FC
Saurus Warriors x24 FC
Skink Skirmishers x10 Blow
Skink Skirmishers x10 Javelins
Skink Skirmishers x10 Blow
Skink Skirmishers x10 Javelins

Temple Guard x20 FC
Bastildon with solar engine
Terradons x3 Fireleech Bolas
Terradons x3 Fireleech Bolas
Riperdactyls x3
Chameleon Skinks x6

Salamander Extra Handler
Salamander Extra Handler

This should solve the warmachine problem. Bricks still tough enough for combat. Same if not more shooting. And the bastildon for extra threat

For those who dont know bastildon is:

Same strength as Saurus and he has a ray that can do up to 2D6 str 6 flaming shots.
Good save good toughness.

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