8th Ed. 2500 pts team battle with WoC against Empire and Dwarves

Discussion in 'Lizardmen Tactics' started by lizard_sNow, Apr 5, 2014.

  1. lizard_sNow
    Cold One

    lizard_sNow Member

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    Hey everyone, I am going to be having a for fun team battle with my brother who plays WoC against my friends who play empire and dwarves. I first off am wondering how you would build the lizardmen to compliment the warriors and then what would be good to take as to nullify the opposing team. I havent played the new empire or dwarves yet so any advice would be greatly appreciated. I am sure we will be facing a stank and the new irondrakes and gyrocopters. I was thinking a WD slann and oldladdin with skink cloud with a TG bunker but I cant figure out what else to get. My brother is going warrior heavy with a couple of hellcannons and his stupid demon prince of nurgle. He also can figureout what he should get for special choices, if any. We dont really play Special Characters because my friends think it's cheesy so throgg is out as well as kroak. My brother thinks that it's going to be a big ol' gunline that our frinds are going to bring to the table and I know that is still viable for dwarves. Let me know what you think. Thanks in advance for the advice :D
     
  2. Screamer
    Temple Guard

    Screamer Member

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    skinks, skinks, skinks and skinks. No TG, chaos warriors are just better. Channeling slann w heavens + heavens priest, to make sure you get the comet.

    Can your characters join his units? If they can, join your cowboys to some marauder horsemen for
    look out sir and they provide static cr, or just keep them close by to get at least 4+ LoS.

    Old blood and 2-3 scarvets on cold ones. 2-3 units of 3-6 rippers, ipt means they at least don't panic from shooting, and should they direct war machines against them some other, more valuable unit, is spared.
     
  3. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    Basically what Screamer said, WoC are so much better than you at fielding block troops I would just fill your entire Core tax with Skirmishers (or small Cohorts if that's your preference for redirectors)

    Skinks can redirect things to help the WoC or be flung at war machines. Javelins are pretty good against Empire Fast Cavalry and Dwarf flyers. Between poison shooting and WD spells, you should own the Empire and Dwarf chaff.

    Take a few Skink priests in your Skirmishers to aim your WD Slann's spells, use your magic missiles to clear away chaff units that are too weak too be worth spending WoC attacks on. Also, whenever possible you should send Searing Doom at the and Spirit Leech at the STANK(s) even if you can't kill it immediately, its combat power is based on the number of remaining wounds so even if you injure it modestly, you will still impair it.

    For Special I'd take flyers, the enemy deployment is likely to be too tight to get Chameleon Skinks through easily.

    For Rare I'd take Ancient Stegadons, their impact hits ought to let the WoC not just win, but win quickly.
     
  4. lizard_sNow
    Cold One

    lizard_sNow Member

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    I wanted TG for a bunker with the slann. We are playing the alliance thingie so my characters cant join his units. I wanted to go with oldladdin to wage war against his gunlines. Do you think cold ones are the way to go instead? they arent as fast, which is what I want so that the gunlines are engaged as early as possible. I was thinking of doing rippers. Is the heavens lore a better one against dwarves vs heavens? I just think that we will be kind of dice starved because of his Demon Prince with his 4 and my slann. Should I even go with a slann? All these questions....
     
  5. Screamer
    Temple Guard

    Screamer Member

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    One lvl 4 is enough. No real point with 2. Does the deamon prince have to be a wizard?

    BTW, is it 2500 pts each or together?

    Another idea is:
    old blood on flying carpet, destiny armour, shield
    old blood on CO, glittering scales, dawnstone
    skink chief with cloak of feathers, ench shield.
    scar vet on CO light armour, dragon helm, gw
    scar vet on CO fortune armour, gw
    scar vet on CO gamblers armour, gw
    about 480 heroes, about 470 lords

    skink skirmish w javs 10x4
    skink skirmish w bp 10x3
    skink cohort 10x3
    640pts core

    3x4 rippers
    480 pts special

    1x2 salamander extra handler
    2x2 razordons
    420 pts rare

    it's kind of 2500 pts, give or take, shuffle around to get some magic weapons for the chararacters, and reduce tthe rippers/razordons if needed.

    5 angry charachters and one fast but not quite as angry one. All of them should eat any war machine for lunch, and most of them would kill most shooty units.

    Your teammate brings something like: (no idea of the point costs)
    deamon prince, lvl 4 flying, good wardsave

    some cavalry to give 4+ look out sir to all cowboys nearby
    combat blocks
    chimeras w regen, flying maybe breath. as many as possible.

    You will be upon the enemy on turn 2 with lots of nasty stuff. Even being tarpitted isn't a bad thing, since you're safe from war machines. Engage all small units, and shoot and redirect his big units with skinks and sallies.
     
  6. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    Yes, by making the Daemon prince a wizard, you make him more expensive AND more likely to die all at once!

    In most team games I would recommend one player not take wizards at all or both players take a level two. This isn't just LM teamups, this is (almost) ANY team-up.
     
  7. Screamer
    Temple Guard

    Screamer Member

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    So you can choose to have a non-wizard prince? in that case I would take a cheap channeling slann any day, to make the prince less expensive (and more sacrificable)
     
  8. lizard_sNow
    Cold One

    lizard_sNow Member

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    I do think that having two level 4 wizards makes for skimpy magic dice phases, so I was thinking of taking the slann and just having my brother play his eat-face demon prince. That way he also has more points for the rest of his army. I do like the idea of pumping out the skinks in core. That way we can still wage a chaff war with empire. Do you guys thinkk instead of a TG bunker I go for a Cold One delivery for my other characters? I would think I might just get a couple of cowboys and use the delivery system of the bus to protect from the shooting. Any thoughts?
     
  9. lizard_sNow
    Cold One

    lizard_sNow Member

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    here is my list:

    Slann
    Harmonic, channeling staff, bsb, iron curse icon

    Oldblood
    Arabyan carpet, GW, stegadon helm, light armor, dragonbane gem

    Scar-vet
    Carnosaur, AoD, shield, halberd

    9 units of 10 skink skirmisher (cant decide between javs vs. blowpipes)

    31 temple guard, full command, Standard of discipline

    8 Chamos

    Ancient stegadon, engine, sharpened horns

    2496

    Tell me what should change, this is the first draft.
     
  10. themuffinman873
    Chameleon Skink

    themuffinman873 Member

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    I don't know empire very well but if your woc teammate is not bringing monsters, you will be probably blown away by cannons. (The steg and carno).
     
  11. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    Re: 2500 pts team battle with WoC against Ethe mpire and Dwa

    Most of the time I field all javelins. Javelins are better most of the time, Blowpipes are better situational-ly. Normally when I take very large numbers of Skink Skirmishers, I make sure to take 1/3 or 1/4 of them as blowpipes on the assumption that the situational perfect storm for blowpipes will materialize.

    Against most Empire chaff you will not get the opportunity to close into short range to double tap with blowpipes. You are not likely to be able to get into short range to shoot at the enemy main line because they are likely to not be moving towards you very fast. Your best opportunity to double tap is on some Gyrocopters or bombers. Also javelins and shields will help you more against Empire since the parry save might be the difference between life or death if fighting a war machine crew or detachment.

    I'd say take 7 with javelins and 2 with blowpipes. Save your blowpipe deployments for after the javelins to try to mirror the deployment of troops less likely to get the charge on you then the ones you send javelin and shield guys after.

    It's unlikely to see a 2500 point WoC army with no monsters, monstrous cavalry, or lone characters at all. In fact Hellcannons are monsters. It's going to be very hard to decide whether to go for big dinosaurs or Hellcannons.

    I'd probably recommend something like this:

    Lords: Daemon Prince face beater,

    Hero: BSB, maybe a back up choppy character, maybe a L1 or 2 caster. What lore is the Slann taking? You should pick a Lore that does what the Slann is missing. If the Slann is lacking range, I'd recommend Fire or Tzeentch. If the Slann is lacking hexes I'd recommend Shadow or Slaanesh. Lore of Metal is a good general lore for a low level caster since the signature spell will melt Empire face.

    Core: All/mostly Warriors of Chaos with Halberds + some kind of Mark, can't really go wrong with any mark here.

    Special: Fast things that hit hard such as Chaos Knights, Gorebeast Chariots, Dragon Ogres or regular Ogres. Maybe a Chimera for cannon target saturation

    Rare: 2 Hellcannons, or 1 Hellcannon and some Bloodcrushers. Maybe a Chaos Spawn or two
     
  12. Screamer
    Temple Guard

    Screamer Member

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    I pretty much agree with scalenex, but with a few changes.

    2x hell canon, 3x chimera w breath and regen, 2 blocks of warriors, flying deamon prince (can you have 2?)

    skip the temple guards, with all those skinks and flying nastiness they can't touch the slann, and if they do your entire army is gone and it's game over anyway.

    Add a skink cohort to bunker slann (cheaper wounds than skirmishers, and if the enemy wastes shots at them you can laugh and giggle inside when the skirmishers double back and slann switches group.)

    Instead of the 400-ish points of TG you can add:3x3 rippers OR 2 flying chiefs on terradons and 2x3 rippers. Most of your armies will hit the enemy on turn 2. Or drop the carnosaur as well to free up hero-points to take 2 terradon-chiefs, 1 feather chief and 2-3 cowboys.

    By your turn 2 you will hit the enemy fighters with 3 chimeras, deamonprince and flying old blood. The skinks stops the counter-charges, and add some wounds to the unengaged groups. Rippers and chiefs kills the warmachines, chaff or flankcharge

    Next turn follow up with steg and carnosaur/cowboys.

    That should be around 10 targets for cannons.
     
  13. lizard_sNow
    Cold One

    lizard_sNow Member

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    I know this is kind of a newb question, if I have the slann in a cohort bunker, he would join to the side of the unit instead of being able to go in the front rank like a regular character right? I know he's fine in a skirmisher unit but as far as rank n file cohort I didnt think he could. please let me know since we are going to be taking this battle to the tabletop tomorrow.
     
  14. Screamer
    Temple Guard

    Screamer Member

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    Yes, he joins in on either side of the cohort.

    Please, tell us what the lists you and the enemy took, and how it went. Maybe a short battle-rep?
     
  15. lizard_sNow
    Cold One

    lizard_sNow Member

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    i'll try to have it up monday or tuesday next week :)
     
  16. lizard_sNow
    Cold One

    lizard_sNow Member

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    So my brother decided to use HE instead of WoC (He lost his book) So that was totally changing my plans. I'll have the battle report up in the next week. It was a fun, LONG, interesting battle. We lost in the end, but I was very proud of a couple of things. Mostly my oldbloods.
     
  17. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    All that lively discussion and he played elves.... :spiderman:
     

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