I’m a long time lizardmen collector but chaos dwarfs have always interested me so here is my first army list, let me know what you think.
Sorcerer Lord: 275
Lvl 4, Staff of Sorcery
Sorcerer: 125
Lvl 2, Dispel Scroll
Sorcerer: 125
Lvl 2, Dispel Scroll
25 Warriors: 270
Standard, Musician, War Banner
25 Warriors: 245
Standard, Musician
20 Warriors: 200
Standard, Musician
18 Warriors: 216
Blunderbusses
20 Hobgoblins: 60
Shields
Death Rocket: 80
2 Bolt Throwers: 60
2 Bolt Throwers: 60
2 Bolt Throwers: 60
Earthshaker: 110
Earthshaker: 110
Total: 1996 points
10 Power Dice, 6 Dispel Dice
I’m all about magic, my 2k lizardmen have a 2nd gen slann who is insane in the magic phase. I guess my strategy is pretty apparent, hang back and slow down the enemy’s heavy hitters and prevent shooting with the earth shakers while the bolt throwers knock out hard targets that my warriors cant take on. The two hero mages will use fireballs or whatever to defend the war machines, the lord takes metal unless he’s facing a hoard army.
The army is built to dominate both the magic and shooting phases.
Ideally you should tone down either your shooting or magic capability (probably both).
Based on what I’ve seen here most people would use no more than 1 earthshaker and 4 bolt throwers at 2k (and even that would be pushing it pretty hard).
The magic is not such a big issue as your shooting, the biggest problem with it is that it is going to be brutal in tandem with the shooting phase.
If this is a tournament army I would expect you to get low comp scores (which may or may not be a problem depending on how the tournament is being scored).��If it is for friendly games then your opponent probably won’t have much fun against this list.
My advice would be to drop an Earthshaker, 2 bolt thowers and a wizard.��Spend the points on something interesting like Bull Centaurs or wolf riders.��
The infantry looks OK, except maybe the shields on the hobgoblins, which I personally wouldn’t bother with (i’d rather just spend the points buying more hobgoblins).
You wont make many (if any friends) with this list but if you want to make it super power full its good but here are some small bits of advise drop all the musicians and one warrior from each unit a character will be in and remove the shield from the hobs and buy.
Thanks for the advice 51la5. I guess the black gem is to protect the unit if a nasty character or monster charges? If anything at least it could keep a mounted champ from gaining it’s lance/spear bonus if it charges. What changes/strategy should I use to keep my war machines safe from scouts/flying troops?
Thanks for the advice guys! I’ve been running a 2nd gen slann since the 6th ed book came out, I’m used to not being loved. But since no one ever bought me the extra troops to make up for dropping his level I haven’t seen a reason to change.
The gem is for giving you time to get your lord out of combat against anything big one last thing might be a idea to switch the staff to the Chalice of darkness since list that aren’t geared to magic defense can afford to lose dispel dice.
I guess with all the extra power dice my list has the gem would be a nice idea I just re-read the rules for it and realized it could be used every turn, for some reason I thought it was a one time use item. Anyway here’s the revised list: