lizardmen killing me
Moderators: Layne, The Dread Knights
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- Slave (off the Altar)
- Posts: 22
- Joined: Wed May 14, 2008 12:10 pm
lizardmen killing me
i am consistently being beaten by a lizardmen player whos 1500pts army consists of
oldbood
skink priest x2
saurus warriors x20
2 units of 10 skinks
saurus cavalry x8
3 kroxigors
i know they lack in numbers but they packa punch, what army would you use to tackle these pesky reptiles?
oldbood
skink priest x2
saurus warriors x20
2 units of 10 skinks
saurus cavalry x8
3 kroxigors
i know they lack in numbers but they packa punch, what army would you use to tackle these pesky reptiles?
- The griefbringer
- Cold One Knight
- Posts: 220
- Joined: Thu Jan 03, 2008 5:54 pm
- Location: Boston, MA, USA
By 'oldblood', I presume you mean 'scar vet'. You can't take an oldblood in a 1500 point game--it's a lord choice.
Beyond that, I play a guy who plays an army like this on a regular basis. I beat him as often as he beats me, so here's what I've found works:
1) Charge his cavalry with your cavalry. They have low WS and a relatively bad armor save. A good charge with your guys should wipe them out or break them. Chariots can do wonders, too.
2) Shoot/distract Kroxigors. I have yet to find an efficient way to kill the things, so I usually task a unit of DRs to bother them for the whole game.
3) Multiple charges are your friend vs Saurus. Their nasty cold-blooded rule means they don't run easy, so you really need to whomp him in combat res. Flank and front *minimum*.
4) Assassinate priests--skinks die easily to almost anything, so charge the skinks if you can (watch out for stand and shoot) and devote enough attacks to the priest to kill him. It isn't hard and, what's more, you will probably win combat anyway. Kill one priest and his magic phase becomes much less useful to him.
Things to NOT do:
1) Expect your infantry to break Saurus or Kroxigors on the charge. Without support it just ain't gonna happen. Cold Blooded is NASTY.
2) Dispel the Comet! If your enemy has the comet of casandora, do NOT let it hit you. Well, unless you like to gamble and play a really mobile list--then you can just run away from it.
3) Don't stand in from of Salamanders if you want to live.
4) Beware the Nike Saurus (Scar Vet with Totem of Jaguar and other stuff). He is speedy and can beat up whole blocks of your infantry by his lonesome (though it takes some time). He almost never breaks and is very dangerous.
Beyond that, I play a guy who plays an army like this on a regular basis. I beat him as often as he beats me, so here's what I've found works:
1) Charge his cavalry with your cavalry. They have low WS and a relatively bad armor save. A good charge with your guys should wipe them out or break them. Chariots can do wonders, too.
2) Shoot/distract Kroxigors. I have yet to find an efficient way to kill the things, so I usually task a unit of DRs to bother them for the whole game.
3) Multiple charges are your friend vs Saurus. Their nasty cold-blooded rule means they don't run easy, so you really need to whomp him in combat res. Flank and front *minimum*.
4) Assassinate priests--skinks die easily to almost anything, so charge the skinks if you can (watch out for stand and shoot) and devote enough attacks to the priest to kill him. It isn't hard and, what's more, you will probably win combat anyway. Kill one priest and his magic phase becomes much less useful to him.
Things to NOT do:
1) Expect your infantry to break Saurus or Kroxigors on the charge. Without support it just ain't gonna happen. Cold Blooded is NASTY.
2) Dispel the Comet! If your enemy has the comet of casandora, do NOT let it hit you. Well, unless you like to gamble and play a really mobile list--then you can just run away from it.
3) Don't stand in from of Salamanders if you want to live.
4) Beware the Nike Saurus (Scar Vet with Totem of Jaguar and other stuff). He is speedy and can beat up whole blocks of your infantry by his lonesome (though it takes some time). He almost never breaks and is very dangerous.
"Since men love at their own pleasure and fear at the pleasure of the prince, a wise prince should build his foundation upon that which belongs to him, not upon that which belogs to others."
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--Machiavelli
Raiding Tally: 173 Slaves, 15 Banners
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- Warrior
- Posts: 54
- Joined: Tue Nov 13, 2007 12:37 am
- Location: Alpena, MI. The Land God forgot
My Brother plays a Lizardmen army something like that. You are right when you say that they pack a punch.
1. Greifbringer is right you must distract the big guys. Do your best keep them out of the battle for as long as you can.
2. Isolate the one unit of the sauras warriors. This is a huge mistake in his list. He really should have more of those guys. they are the backbone of that army. Line a couple of reapers up straight across from them and let them rip. Once you have them worn down hit them with your heavy hitters in a combo if possible. like Greifbringer said dont count on breaking them, always look to kill all the men in the unit.
3. Little to no magic.... I know it sounds crazy but you need to have enough units to distract the Kroxigors, keep the skink units honest, hunt down and kill the skink priest and decimate the main rank and file unit/units.
I intentionally did not name any DE units to specific tasks because everyone has their own style of play or army construction. However, the main tasks stated above remain the same no matter what unit does them.
1. Greifbringer is right you must distract the big guys. Do your best keep them out of the battle for as long as you can.
2. Isolate the one unit of the sauras warriors. This is a huge mistake in his list. He really should have more of those guys. they are the backbone of that army. Line a couple of reapers up straight across from them and let them rip. Once you have them worn down hit them with your heavy hitters in a combo if possible. like Greifbringer said dont count on breaking them, always look to kill all the men in the unit.
3. Little to no magic.... I know it sounds crazy but you need to have enough units to distract the Kroxigors, keep the skink units honest, hunt down and kill the skink priest and decimate the main rank and file unit/units.
I intentionally did not name any DE units to specific tasks because everyone has their own style of play or army construction. However, the main tasks stated above remain the same no matter what unit does them.
Do onto others, Before they can Do onto You....
- Rhakinlanthari
- Executioner
- Posts: 185
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I find witch elves do wonders against pretty much any lizard unit if you can keep them safe from the skink's poisoned darts (shouldn't be hard with the low amount of skinks in the list you posted). A Hag with manbane will carve through kroxigor and Saurus warriors, and with all those poisoned attacks you'll get a few kills from your rank and file too.
My strategy against an army like this would be the following:
The saurus warriors are good, but slow, so avoid them for as long as you can. Target the hard hitting kroxigor and saurus cavalry with shooting and your own magic if you bring some. Go after the skink units, as skinks are really easy to kill, priests included. If the units are screening the krox and saurus infantry then you have to shoot at them anyway.
Once the rest of his army is gone, then hit the saurus block from a number of sides. The trick to beating saurus isn't to count on killing them, but to win big when you get into combat. If they lose by 4 or more cold blooded isn't going to help them any on the break test.
My strategy against an army like this would be the following:
The saurus warriors are good, but slow, so avoid them for as long as you can. Target the hard hitting kroxigor and saurus cavalry with shooting and your own magic if you bring some. Go after the skink units, as skinks are really easy to kill, priests included. If the units are screening the krox and saurus infantry then you have to shoot at them anyway.
Once the rest of his army is gone, then hit the saurus block from a number of sides. The trick to beating saurus isn't to count on killing them, but to win big when you get into combat. If they lose by 4 or more cold blooded isn't going to help them any on the break test.
Click this. You know you want to...
- Raneth
- Malekith's Best Friend
- Posts: 2661
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- Location: Group 22 RP thread
"Saurus Cavalry x8"? How juicy. It shouldn't be too hard to draw these guys out early with DR and set them up for an ugly flank charge, and it'll swipe a bucketload of VPs before the battle has properly started yet.
Saurus Warriors are tough cookies but... only M4. This is about their greatest weakness, so previous posters were dead right about denying them combat if you can. A small unit of Harpies can take one of these blocks out of the battle completely just by march-blocking.
Skinks are VERY annoying but outranged by rxbs. rxbWars and Shades offer the cheapest shots, and the more the better... Skinks have major trouble with Panic, so concentrate as much fire on them as needed to force a test. Shades have the added advantage of being Skirmishers too so don't be afraid to let them duke it out. Don't go suicide-charging your DR to get that lurking Priest - their S&S reaction will slaughter them. A Skink locked in combat, however, is as good as dead.
Saurus Warriors are tough cookies but... only M4. This is about their greatest weakness, so previous posters were dead right about denying them combat if you can. A small unit of Harpies can take one of these blocks out of the battle completely just by march-blocking.
Skinks are VERY annoying but outranged by rxbs. rxbWars and Shades offer the cheapest shots, and the more the better... Skinks have major trouble with Panic, so concentrate as much fire on them as needed to force a test. Shades have the added advantage of being Skirmishers too so don't be afraid to let them duke it out. Don't go suicide-charging your DR to get that lurking Priest - their S&S reaction will slaughter them. A Skink locked in combat, however, is as good as dead.
Vryala Naïlo - WS5 / S5 / T5 / D5 / I4
Equipment: bastard sword of Speed, shield of Defence, repeater (20/20), spear, mace, dagger, Armour of Night, SDC, whip, blowpipe (9/12)
Inventory: amulet of Strength, grapple, grenade x0, smoke x11, map, mage hand, sleep oil x8, cure balms x20, Yori's balms x1, winter gear, old kit, lion mask
Mount: Dark Steed (Blanky), barding, talisman of Protection
Gold: 1735
Skills: Defensive Fighting, Anarin Sarath (2), Basic Ride
Class: Warrior
Equipment: bastard sword of Speed, shield of Defence, repeater (20/20), spear, mace, dagger, Armour of Night, SDC, whip, blowpipe (9/12)
Inventory: amulet of Strength, grapple, grenade x0, smoke x11, map, mage hand, sleep oil x8, cure balms x20, Yori's balms x1, winter gear, old kit, lion mask
Mount: Dark Steed (Blanky), barding, talisman of Protection
Gold: 1735
Skills: Defensive Fighting, Anarin Sarath (2), Basic Ride
Class: Warrior
- Kiaron hebleth
- Black Guard
- Posts: 275
- Joined: Thu Nov 17, 2005 4:27 pm
- Location: Sittin' on my manticore
Skinks are VERY annoying but outranged by rxbs. rxbWars and Shades offer the cheapest shots, and the more the better... Skinks have major trouble with Panic, so concentrate as much fire on them as needed to force a test. Shades have the added advantage of being Skirmishers too so don't be afraid to let them duke it out. Don't go suicide-charging your DR to get that lurking Priest - their S&S reaction will slaughter them. A Skink locked in combat, however, is as good as dead.
I find that shooting rxbs at skinks is a waste as your normally hitting on sixs and skinks don't tend to panic easily (stupid cold blood).
Suicide charging skinks with dark riders has worked for me about as often as it's failed, but as a 50:50 chance isn't good enough I like to charge them with 2 units (either 2 DR's or 1 DR and some COK's) since they can only stand and shoot at one of them. It's alot of points to devote to one unit but there's normally a priest in there too, so you can do a lot of damage by wiping it out.
Character Name: Dah'menk
Stats:
WS5 S3 T2 D4 I4
Weapons: Long Sword, shield, light armour, corsair handbow, 5 clips of ammo, excellent quality knife, small knife.
Character class: Warrior
Skills: Defensive fighting
RPG Group 18 mod
Stats:
WS5 S3 T2 D4 I4
Weapons: Long Sword, shield, light armour, corsair handbow, 5 clips of ammo, excellent quality knife, small knife.
Character class: Warrior
Skills: Defensive fighting
RPG Group 18 mod
- Lord malek
- Beastmaster
- Posts: 366
- Joined: Thu Apr 13, 2006 2:31 pm
- Location: london s.e
My friend plays a Lizard army with lots of skinks and pesky blow pipes. At first They used to rip me to peices, he placed them on the flanks and darted everthing that moved.
Take a naked unit of COK and roll them on the flanks its never failed for me. Yes they still get shot at but the 2+ armour save will soak it up.
As for the kroxigors avoid or shoot to death.
Take a naked unit of COK and roll them on the flanks its never failed for me. Yes they still get shot at but the 2+ armour save will soak it up.
As for the kroxigors avoid or shoot to death.
Sa'an'ishar
- Raneth
- Malekith's Best Friend
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At T2, about every hit is a kill. Cold Blood tends to mitigate, but do not underestimate the poorness that is Ld5 (or 6 with Priest).Kiaron Hebleth wrote:I find that shooting rxbs at skinks is a waste as your normally hitting on sixs and skinks don't tend to panic easily (stupid cold blood).
IF you are gonna devote Knights to this, dont bother with DR support. They do the job quite alright by themselves.Kiaron Hebleth wrote:Suicide charging skinks with dark riders has worked for me about as often as it's failed, but as a 50:50 chance isn't good enough I like to charge them with 2 units (either 2 DR's or 1 DR and some COK's) since they can only stand and shoot at one of them. It's alot of points to devote to one unit but there's normally a priest in there too, so you can do a lot of damage by wiping it out.
Vryala Naïlo - WS5 / S5 / T5 / D5 / I4
Equipment: bastard sword of Speed, shield of Defence, repeater (20/20), spear, mace, dagger, Armour of Night, SDC, whip, blowpipe (9/12)
Inventory: amulet of Strength, grapple, grenade x0, smoke x11, map, mage hand, sleep oil x8, cure balms x20, Yori's balms x1, winter gear, old kit, lion mask
Mount: Dark Steed (Blanky), barding, talisman of Protection
Gold: 1735
Skills: Defensive Fighting, Anarin Sarath (2), Basic Ride
Class: Warrior
Equipment: bastard sword of Speed, shield of Defence, repeater (20/20), spear, mace, dagger, Armour of Night, SDC, whip, blowpipe (9/12)
Inventory: amulet of Strength, grapple, grenade x0, smoke x11, map, mage hand, sleep oil x8, cure balms x20, Yori's balms x1, winter gear, old kit, lion mask
Mount: Dark Steed (Blanky), barding, talisman of Protection
Gold: 1735
Skills: Defensive Fighting, Anarin Sarath (2), Basic Ride
Class: Warrior
- Heat-13
- Beastmaster
- Posts: 337
- Joined: Mon May 19, 2008 8:07 pm
- Location: Leeds/Preparing to raid the south
Use bolt throwers against the cavalry, shades harpies in combo with chillwind against skins, then proceed to kill those pesky preists then surround his saurus while distracting kroxigors
WS:4 S:3 T:3 D:5 I:4
Basic Stealth, Blood Frenzy, Two Weapon Fighting
Eq: S Swordx2, R Crossbow (8 clips), 3xT.Daggers (2gd,1exc) Shade Cloak, Wolfskin Cloak, Stealth armor,s drugs, ring,50ft s.rope, 4rations.33.3 gp
Group 21 Mod
Basic Stealth, Blood Frenzy, Two Weapon Fighting
Eq: S Swordx2, R Crossbow (8 clips), 3xT.Daggers (2gd,1exc) Shade Cloak, Wolfskin Cloak, Stealth armor,s drugs, ring,50ft s.rope, 4rations.33.3 gp
Group 21 Mod