8th Ed. 2200pts campain (critical battle) vs Deamons

Discussion in 'Lizardmen Army Lists' started by ZaGreekie, Dec 20, 2012.

  1. ZaGreekie
    Chameleon Skink

    ZaGreekie Active Member

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    Hey so i have a critical battle vs a Deamon player in my campaign.

    i would like to start out by apologizing for my horrible English,

    the deamon player i have played vs ones before, he is not bad at all but has only played lizards once and it was me when i was trying out some new things (light, and no cowboys and no skinks) so he did not learn much about tipical lizards.

    Last time i played him he used the falowing

    1 or 2 haralds of korn.

    1 tzench mage with a BSB the one that causes misscasts

    2x bloodletters 30

    6 or 8 flaimers (with the mage inside)

    5 or 10 korn dogs

    10 mounted deamonets

    3 fends of slanes i think.


    here is the list i came up with fallows by my logic



    Slann Life,
    loremaster, +1pd, take away 6's.
    cuped hands, banehead. (if i misscast on dubble 1's and dubble 2's becouse of his banner may as well try to use it against him via cuped hands + banehead on his mage.)
    Standerd of diciline.

    Cowboy1 (ment to go after his flaimers and his mage if he is in there)
    crown of comand, luckstone, dragonhelm additional handweapon

    cowboy 2 (ment to cover the other flank most likly vs his steads of slanesh)
    dawnstone, worrior bane, "the other tricksters shard"<<<all models in base contact with the barror must rewrole all sucsessfull wardsaves.>>

    Core
    2x 30skink + 3 krox

    2x 10 skin cohorts (rederectors and 10 javalins posion is not bad against bloodletters

    special
    26 templeguard
    cursed charm of topec (to help try and kill the enemy mage with cuped hands)
    Warbanner

    2x1 salamander.
     
  2. Eladimir
    Salamander

    Eladimir New Member

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    Make sure hes using the updated rules for the flamers. They had a price increase and the usefulness was significantly reduced if I remeber correctly.
     
  3. Stonecutter
    Terradon

    Stonecutter Member

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    Just a few technical points and then some overall comments. The 1st cowboy is illegal - mounted characters are not allowed to take a mundane extra handweapon (pg 91). You may want to try the piranha blade or even the sword of might since it will improve the combat results against both flamers and khorne dogs. For the slaan, a miscast only occurs on doubles 1, 2 and 3 if the slaan is using the lore of light. The GSS otherwise reduces the casting attempts by 2 for one lore selected at the start of the battle.

    For the list, one cowboy is ample and I would opt for the 2nd one with a halberd or GW. This increases the strength and the warrior bane is unlikely to be useful anyhow. Aim him at the flamers and khorne dogs and he will do just fine. Use the extra points to field more sallies. The sallies are essential for depleting the bloodletter blocks and are actually fairly decent in combat against the fast cav (not the khorne dogs!). For the slaan, you might as well go for the gusto and make him a lore master to maximize your magic phase. The points can be found by dropping both the warbanner and cursed charm. The latter item cannot be used in conjunction with cupped hands and bane head would not apply to it either (BH and CC are enchanted items so only one can be taken).

    Finally, one more radical alternative would be to field an ancient steggie and 3 sallies (preferably as one unit). This would entail dropping a krox from each skrox block and lowering the number of TG to ~20. Backed by life, steggie would be amazing at crushing everything in the list except for the slaanesh fast cav since its thunderstomp and impact hits would decimate everything else (this includes khorne dogs since they are warbeasts). The extra 4d6 shooting + 3 javelins also can be quite impressive. The only caveat would be to ensure that steggie only engaged the bloodletters from a flank or on a corner (i.e. combo charge with ranked unit). The 3 sallies would be great for heavy shooting on the blood letter blocks and could handle just about any of the support daemon units in CC if kept within range of the slaan. If there are woods, the sallies can be parked inside and would be stubborn 10 if within 12" of the slaan - skirmishers are stubborn in woods.
     
  4. ZaGreekie
    Chameleon Skink

    ZaGreekie Active Member

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    thanks!!!! i am still a bit new to 8th ed that was close.


    The reason for 2 was one goes for the flaimers+mage (the one with dragon helm) and the other goes for the riders of slanesh he almost won the game last time becouse they flanked around me so fast. also i dont see the point in a GW becouse im S5 and everything he has in T3 exept the Khorndogs and they are S5 meaning they will do ALOT of damage to me.


    He alredy is sorry for making it unclear.


    Here my idea was as falows (bainhead on slann CC carryed by the chapion of the Temple guard.

    i pass the misscast to the enemy, if i dont like what he roles he must rerole it. and all wonds caused on his mage by the misscast are dubbled becouse my slann put his HB onto the enemy mage. but i did not know the misscasts are ONLY if you are useing light i though it was for all lores. which in that case the changs of me getting a misscast are very slim with Life. makeing that tactic null'n'void.


    thanks for the feedback the match was delayed another week becouse of holidays alowing all this feedback to really help.

    with the removle of the misscast idea and the bainhead etc etc i probly got another for another salli without doing anything.
     

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