7th Ed. 1750 Challenge Board vs. Dwarfs

Discussion in 'Lizardmen Army Lists' started by Chaq Mundi, Feb 20, 2010.

  1. Chaq Mundi
    Saurus

    Chaq Mundi New Member

    Messages:
    83
    Likes Received:
    1
    Trophy Points:
    0
    Here's the list:

    Heroes:

    Skink Priest
    -Level 2
    -EotG
    -Rod of the Storm
    -Power Stone


    Skink Priest
    -Level 2
    -EotG
    -Plaque of Tepok
    -Power Stone

    Scar Veteran
    -GW
    -LA
    -Shield
    -Charm of the Jaguar Warrior

    Core:

    x24 Saurus Warriors
    -Spears
    -Full Command

    x24 Saurus Warriors
    -Spears
    -Full Command

    x4 Terradons
    -Champion

    Total: 1,750

    Power Dice: 8+Bound Spells and Power Stones.

    My opponent tends to go war machine heavy. The basic plan is to have my Saurus units inside the Ward Save bubble until I get close enough to Burning Alignment the beards off the Dwarfs. Meanwhile, my Terradons will deploy as far up as possible in the trees, fly in on a flank, drop rocks on one war machine, and charge another the next turn.

    As for magic,I hope to wear down his Dispel Dice so that my Nike-Saurus can fly in and take out another war machine.

    Any other thoughts or ideas as to how I can improve this list?
     
  2. Kurlin
    Ripperdactil

    Kurlin New Member

    Messages:
    430
    Likes Received:
    0
    Trophy Points:
    0
    Saurus warriors in blocks of 24 seems a little much, blocks of 18 seems to work best.

    So I would take each block down to 18 and then add 2 blocks of skink skirmishers to help screen your units and protect the flanks.
     
  3. Jungle Stalker
    Jungle Swarm

    Jungle Stalker New Member

    Messages:
    4
    Likes Received:
    0
    Trophy Points:
    0
    I agree with Kurlin; 2x 24 Saurus is way too much, throw in some cannon fodder/protection for the Saurus.

    I've had my Dwarf friend pick-off my Skink on EoG with a lucky Cannonball 70% of the time. Know that he will be the main target of all the firepower and your Saurus will take way too long to engage him.

    Also, on the Scar-Vet, I'd drop the Charm and GW and give him Maiming Shield + Burning Blade of Chotec (if points allow) That build has been VERY successful for me in every battle.

    Cold Ones (and skinks) might help with covering the distance if you want to go with 1 unit of Saurus.

    If the Dwarf player is anything like the ones I've played, he will sit back and shoot while his troops sit and wait for your troops to get cut down by his warmachines. The faster you can engage, the better. Sun Standard of Chotec is very nice.

    Now go slay some Dorfs! Cheers!
     
  4. Samick
    Skink

    Samick New Member

    Messages:
    43
    Likes Received:
    0
    Trophy Points:
    0
    I agree that 2 x24 units of saurus is too much. Having two blocks will be good when the time comes to engage, but with terradons and two engines, they won't be getting shot if your opponent is the least bit competent so I think the two blocks can be whittled to 18 each . This saves a whole 12 saurus and that's enough for a whole other unit of terradons and then some! If you don't have the models to field more terradons, I would suggest fielding 2 units of skink skirmishers. These little buggers can run up and pepper his warmachines and/or gunning troops. If he decides to waste shots on these guys, that means he's not hitting your big stuff and at only 70 points a piece you can handle losing them. The game may play out something like this, turn 1 you have your engines and terradons hidden from sight of warmachines in case he goes 1st, you then move the terradons up a flank close to a steg and move the rest of your army up full tilt with skink skirmishers heading for the warmachines as well. Turn 2 the dwarf shoots what he has at you terradons and you hope they live with the ward save. Then you charge his warmachines with your teradons. Turn 3 You continue fighting warmachines with your terradons and now can charge your skinks at his warmachines and/or gunning troops and your stegs move up to get tehir double burning alignment off. Turn 4 he has no more shooting and his blocks have been whitteld down slightly. You throw all you've got at his blocks and again double burning alignment. And by turn 5 you should wipe him out. I love facing dwarves as they are so predictable. And I totally forgot to factor in teh flying saurus into this plan so he can come in anywhere from even turn 1 warmachine charge! Good luck!
     

Share This Page