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| Need help vs Lizardmen | |
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| Tweet Topic Started: Dec 22 2011, 11:28 PM (111 Views) | |
| Gradolt | Dec 22 2011, 11:28 PM Post #1 |
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Slave
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A friend of mine got lately a Lizardmen Army. I cannot find a way to win against him... We usually play 2000 pts games. All his units seems to be a fair match againt mine but with light he's a lot stronger. With Life, he keeps regaining lost troops, and even when a I win combat, he always succeed his Ld test... Here's his typical build: Light or Life Slann, +1 casting dice per spell, remove my 6s on my casting attempts, if he take Light, he also take the magic item that can redirect his first miscast (since no Throne of Vines) Between 16 and 20 Temple Guard 2 Block of Saurus (20~25) 10-12 Chameleon 2 Salamanders Some Skinks Skirmishers of Terradons ------ And now my army: lvl 4 Sorcerer Lord (Sometimes marked, last game nurgle), Puppet, Third Eye, Ench Shield, Tal of Preservation Exalted Hero BSB, naked in a bunker (Survived all the fight) 10 marauders, naked (Bunker) 15 marauders, flail, khorne 15 marauders, flail, khorne 20 Warriors, Halberd, Shield 2 pack of 5 Hounds 20 Chosen (Halberd, Shield, Nurgle) 6 Trolls ------ I don't want to go with a Chosen Deathstar, 2 Warshrines build... Can you help me? What I am doing wrong? Thanks! |
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| theorox | Dec 23 2011, 12:46 AM Post #2 |
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Clanlord
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Needs bigger units! :) Some GW Khorne Marauders will sort those saurus right out. Preferably a horde of 40-50. Drop the Warriors down to 18 and give them the MoK or Banner of Rage. Stop using a bunker, exalteds are so fighty they should be lopping heads off, not hiding like the rat-men's characters! Give him some defensive gear. Sadly now we're into copy+paste list territory. :( As for using the list more or less as it is, maybe combine the 15-man Marauder units and give them FC. They'll strike before the Saurus and assuming 6 wide should on avarage kill a bit more than 5 Saurus. The bad thing about flails is that next round you'll be Str3 only, wich as you mentioned doesn't measure up with the staying power of Saurus. GW's would be better, even if you strike after them. Maybe take Death magic to snipe that annoying Slann. :) Theo |
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| David L | Dec 23 2011, 01:21 AM Post #3 |
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The Chosen
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Generally it looks like the units aren't big and beefy enough. In my experience, that could even be said of the Lizardmen army, which means bigger units should really give him trouble. Why spend 40 points on Marauders to protect the BSB when you could spend 40 points on defensive items and put in combat? With Life or Shadow, and that list, the enemy has no big hitting power, and you can bounce them off your BSB's saves. Give the Chosen champion Favor of the Gods. They aren't worth it without that. Even with Favor, a bad starting roll (don't 9 or 10!) makes them a waste of points over regular Warriors. The Chosen need more hitting power than currently, so I suggest Tzeentch and Banner of Rage. A few more frenzy attacks helps, Lore of Light is making Nurgle completely useless. The warrior unit also needs something to make them stronger, like a fighty BSB and/or frenzy. The size 15 Marauders look worthless to me. They will kill some Saurus before they die, but they will die the first round of combat. One unit of about 50 with great weapons is much much better. I think you have too many units, plus leadership characters are that are too immobile to use trolls at all. I also don't think trolls are very good against Lizardmen. The usual answer is that Knights are better, and I think they very much are better here. |
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| Gradek | Dec 23 2011, 02:17 AM Post #4 |
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Slave
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And if you don't mind meta-gaming vs his list, drop the Sorcerer lord and go with a straight combat lord. Since his Slann isn't taking damage type spells (and since he can really screw with your casting phase), just abandon it entirely (or add a level 1) and go for massive damage output. |
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| Hinge | Dec 24 2011, 12:02 AM Post #5 |
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Exalted Guardian
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Actually put the Sorc on a mount (disc or steed). He has no real shooting your high armor can not deal with and you can stay 24 inches away from the slann. Run around behind your lines. Also, it is 24" away from the slann. not the unit he is in. this allows you to cast on his unit and not suffer from cogitation. Gateway, dwellers, and pit of shades are all excellent candidates to sling at the slanns unit. |
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4:25 PM Jul 11