8th Ed. 2k vs Dwarfs

Discussion in 'Lizardmen Army Lists' started by Irrwitzer, Mar 14, 2011.

  1. Irrwitzer
    Jungle Swarm

    Irrwitzer New Member

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    Hi

    This is my first post here, and since I´m no native speaker, and further not versed in english abreviations of the "warhammer language" i apologize in advance.

    I`m gonna play against Dwarfs in our "circle of friends" internal league, 2k, no restictions.

    Do you think this list can stand against somethink like
    2 grudge thrower
    2 canons
    2 organ guns ...or some variation in war machines
    further he`s problably playing 20-30 hammerers and a scout longbeards. probably some x-bows.

    i dont know, wheather he is going for heavy magic defense, but i hope he does, since he knows me for playing a slann in most games.

    I though of something like this:


    oldblood: mounted on lizard, helbeard, armor of fate, dawnstone, ironcurse icon

    scar vet: mounted on lizard, ASB, tricksters helmet,

    14 skink skirmishers
    14 skink skirmishers
    10 sknk skirmishers
    25 saurus, music, standart

    6 chams
    6 chams
    6 chams
    3 teras
    3 teras
    3 teras
    13 sauru cold one cav, music, standart (huanchi)



    makes a total of 2002 points. i hope i can hide my cavallery maybe behind a forest or something from most shooting for the first round and be able to charge in the second and then hopefully stay in cc for the rest of the game. will be the first list for me to use cavallery in the 8th...
    is my char-setup ok? thinkgreadweapons are no use, since my chars will wound on 2 either way against dwarf units. however, it`s a littl bit all or nothing, since i have nearly half my points in one unit ...

    please comment my list if you like it, suggest improvements or tear it apart now, so i won`t be torn apart in my game later.

    thanx in advance
     
  2. Bauhus
    Skink

    Bauhus New Member

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    Hey mate,


    Sounds like your friend is going for that nasty old Dwarf Gunline. Which is quite frankly never really that fun to play against.


    Some comments regarding troop selection:

    I like the Terridons, I would keep those as is.

    I would shift the Chamo skinks from 3 units of 6, to 2 units of 6.


    Also, it is my opinion that you need a stronger base of troops then just skink skirmishers. If you like the maneuverability of skinks, then why not go for a skink/Kroxigor unit, they hit pretty darn hard, and with such high shooting, the skinks can help soak up some missile fire.

    It seems like you've moved away from magic, but instead of such a large block of Cold one Riders, why not invest some of those points into a Skink Priest with an engine of the Gods? A few well placed Comets of Casandorra will fix his little red wagon! Not to mention a lot of the other spells are handy against shooty-heavy armies.


    Hope it goes well for ya

    -Bauhus
     
  3. 1968yearofmetall
    Cold One

    1968yearofmetall New Member

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    hi Irrwitzer, welcome to the forum!
    If I were you, I´d maka two units of 20 saurus. thats two small units (use to play with 1 unit of 29+ 1 scar-vet, and i of 25+ 1 scar-vet in my 3k list.
    but since he seems to have spent most of his points on shooty stuff, you wont need blocks that big so 2x20 would do it :)

    also, id deffinatly buy at least a priest- a warhammer game completely without magic would feel wrong...
    a unit of 13 Cold ones? unneccasary imo, buy another wizard or maybe a steg to take shooting damage to save you suarus.
    I´m not a big fan of terradons, but run them if you feel for it xD
    I´d also buy 2 units of 10 chamo skinks if possible.

    hope i helped you at least somewere, go kick some short-legged, warm blooded, lesser beings!!
     
  4. Irrwitzer
    Jungle Swarm

    Irrwitzer New Member

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    Hi.

    Thanks for the suggestions!

    I just did some thinking concerning my large cold one cavallery block and also about the total lack of magic.

    Here I am now with a list with the usual lizard magic, but still hopefully quick enough to threaten his gunline:

    Slann
    - all spells, extra dice, etherical
    - ASB
    - cupped hands and the plaque of protection
    - lore: light

    no heroes

    30 saurus, command
    10 skirmishers
    10 skirmishers

    now it comes:
    5 cold one cavallery
    5 cold one cavallery
    5 cold one cavallery
    8 chams
    8 chams
    8 chams
    3 teras
    3 teras





    What I am hopefully able to to with this changes list:
    With cupped hands in his backpack, the slann will use as much dice as he can throw with 3 fingers per hand to cast light spell number 6 (king size), affecting all cold one cavallery. hopefully they will then charge each a gun or x-bow regiment their second turn. also, i hope the slann with draw some shooting at himself and be enough protected
     
  5. Javster
    Skink

    Javster New Member

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    I would remove ethereal from your Slann, since dwarves can pretty much make their cannons magical :p
     

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