LIZARDMAN 2,000 POINT GT '99 ARMY
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CHARACTERS
Mage-Priest (115) with Skull Staff (35), Rod of Power (25), army standard (50) and Banner
of Sorcery (25)
250 Points
Skink Hero (52) with Armor of Fortune (15), Flail of Skulls (30), cold one (10), shield
(1) and javelins (1)
109 Points
Skink Hero (52) with Ogre Blade (40), Armor of Endurance (5), cold one (10), shield (1),
javelins (1) and poison (1)
110 Points
Inxi-Huinzi
85 Points
Skink Shaman (56) with Destroy Spell Scroll (50)
106 Points
Skink Shaman (56) with Staff of Flaming Death (50)
106 Points
Skink Champion (20) with javelins (1), shield (1) and poison (1)
23 Points
Subtotal: 789 Points
REGIMENTS
24 Skinks (108) with javelins and shields (24), poison (12), unit standard (6) and 2
Kroxigor (90)
240 Points
3 Kroxigor
135 Points
1 Stegadon (225) with 4 add. skinks (24) and Banner of Might (50)
299 Points
3 Terradons (120) with spears (6), javelins (6) shields (6) and poison (3)
141 Points
2 Salamanders
180 Points
9 Skinks (40.5) with javelins and shields (9) and poison (4.5)
54 Points
9 Skinks (40.5) with javelins and shields (9) and poison (4.5)
54 Points
9 Skinks (40.5) with javelins and shields (9) and poison (4.5)
54 Points
9 Skinks (40.5) with javelins and shields (9) and poison (4.5)
54 Points
Subtotal: 1,211 Points
TOTAL: 2,000 Points
Notes:
Conception: This army is obviously a Skink work detail, supervised by a junior Mage Priest
from the main temple. The Skinks are being trained as Terradon riders, skirmishers, and
combat support for the Kroxigor. The are supervised by the famous Inxi-Huinzi and two of
his cold one rider buddies. There are also some terradons along to provide high cover and
scouting for the force, as well as a steg and five kroxigor for the heavy work. Two Skink
Shaman accompany the Slaan to glean what knowledge they can from him, for the Slaan of the
Fifth Spawning are most forthcoming with their wisdom.
I like Lizardmen in tournament, but they tend to be a bit slow. So I designed an army to
test against which has lots of skinks and Krox in it and they all move 6". This is an
army which can really mess you up if you aren't careful.
Movement: Pretty quick, sense there are a lot of Skinks. The terradons are very mobile as well. The general will avail himself of a woods early on in the game, since he's not intended for direct conflict. The skink units will maneuver for shooting attacks on whatever they think they can hurt, and will also move to channelize the enemy as much as possible, away from the main threats: The kroxigor and Steg supported by the independant heroes.
Shooting: There are 54 javelin shots in the army, but I don't espect shooting to be that big a deal. It will be good for picking off small units of T3 things, and perhaps getting flyers who stray too close. The heroes on cold ones are dangerous because their S5 shots can wound many things. They are also vulnerable, since their base size is pretty big. They will have to maneuver carefully. Defensively, the army will do pretty well against shooting. The Skink units are skirmished, and the Kroxigor have three wounds each. The Steg is hard to hurt with normal shooting, and the Slaan will be out of LOS from everyone. Tyhe salamanders are in the force to shoot chariots and large targets. They will advance until they find a good place to set up, then start firing.
Close Combat: The steg, Krox unit and skink/krox unit are the main killers here, along with the heroes. These guys should be able to kill everyone in contact during the HtH phase, thus pushing the combat res that much higher. They also persue 3D6" which is something nothing else in the army does, save the terradons. The terradons will go after war machines and chariots, dropping rocks on the first thing they can. If they survive this attack, they will stand off and use javelins and harry the enemy. They will be on the lookout for lone characters.
Magic: The army holds six magic cards, plus D6 in the banner. The big frog is a fair
dispeller, and won't cast unless he has to. His job is to keep magic from hurting the
force. The Staff of Flaming Death is a little offensive item designed to cause panic tests
and hurt small, maneuverable units which are a grave threat to this army.