I finally get to face Lizardmen this Sunday in our little 6 army tournament. I've only played against them once. Hoping for some tips on tactics, lores of magic to use, what magic items I should take, etc... Rosters were set at the beginning of this tourney so I can't change my units. I can change the magic though.
My army build:
Core
10x Repeater Crossbowmen w/ shield - 110
10x Repeater Crossbowmen w/ shield - 110
5x Harpies -- 55
5x Harpies -- 55
Special
5x Cold One Knights, standard bearer - 186
12x Black Guard, musician and standard bearer - 212
1x Chariot - 100
Heroes
Master, Heavy Armor, Sea Dragon Cloak, shield -- 140
Sorceress -- 185
Sorceress on Dark Steed -- 172
Rare
War Hydra -- 175
Total: 1500 points
Lizardmen army build:
Saurus Scar-Veteran @ 167 pts
General
LA, Sh, Hal, Cold One
Sacred Stegadon Helm
Skink Priest @ 150 pts
Level 2
2x Dispel Scroll
Skink Priest @ 135 pts
Level 2
Plaque of Tepok
Power Stone
10 Skink Skirmishers @ 70 pts
10 Skink Skirmishers @ 70 pts
10 Saurus Warriors w/Spears @ 120 pts
10 Temple Guard w/Standard @ 199 pts
Jaguar Standard
5 Cold One Calvary w/ Champion and Standard @ 240 pts
War Banner
4 Terradon Riders @ 120 pts
3 Razardon Hunting Packs @ 225 pts
Casting Dice: 6
Dispel Dice: 4
Total Army Points: 1496
DE vs Lizardmen -- 1500 points
Moderators: Layne, The Dread Knights
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- Slave (off the Altar)
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- Waerik
- Malekith's Best Friend
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I think it was more or less covered in the original thread.
I would however recomend the focus familiar, range is your prime advantage in general when facing lizardmen.
I would further recomend the seal and the tome of furion on your other mage (perhaps a scroll on the mage with the familiar).
I find the lore of dark magic to be by far the best choice when facing lizardmen; chillwind is priceless, word of pain is as always great, and bladewind tear skinks to shreds.
I would however recomend the focus familiar, range is your prime advantage in general when facing lizardmen.
I would further recomend the seal and the tome of furion on your other mage (perhaps a scroll on the mage with the familiar).
I find the lore of dark magic to be by far the best choice when facing lizardmen; chillwind is priceless, word of pain is as always great, and bladewind tear skinks to shreds.
- Rabidnid
- Malekith's Best Friend
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Dark on both will be fine. WoP and chillwind will sort out his shooting, while any of the other spells will kill is units easily. try and hit the terradons with magic as that will nulify all of their advantages. everthing else is quite short ranged, so try and chop them up before they get to you.
4 DD will not reliably stop 2 DD PoD so just cast pod on 2 DD first with each gilr. As long as you roll average he will have a less than even chance of blocking it.
Tacics for me would be to just let him come to you. Remove his skirmisher and then try to drop harpies behind his units in melee to destory them when they flee. If you can run down his skinks with the CoKs
4 DD will not reliably stop 2 DD PoD so just cast pod on 2 DD first with each gilr. As long as you roll average he will have a less than even chance of blocking it.
Tacics for me would be to just let him come to you. Remove his skirmisher and then try to drop harpies behind his units in melee to destory them when they flee. If you can run down his skinks with the CoKs
"Luck is the residue of design"