2k game against a friends tommrrow.. not beat him yet.. what would be the perfect army list? i have all units at my disposal please help
Do you want to tailor and hard counter him? In that case I suppose something tetto'eko + a bus (vanguard) will be useful. Terradons and salamanders as well. A lot of skink cohorta. Maybe a bastiladon but that would be slow moving compared to the rest of the army. I suppose a potential try could be something like: Oldblood and 2 scar vets. Tetto'eko and scroll caddy. Core full of skinks. Roughly 10 COR (?) 1-2 units of terradons 1-2 salamanders Chainlightning those tree fvckers and vanguard up the bus. Split if if needed and opportunity arrives. Group your skinks to take down specific units and use terradons to hopefully take out waywatchers. Waywatchers csn easily do 2-3 wounds on your bus each shooting phase so it's critical they die ASAP. Salamander might be redundant in this match up but csn be defence against waywatchers. I'd probably get 2 units of terradons opposed to 2 salamanders I'm no expert, but remove waywatchers and get in their face ASAP.
I wonder if the COR aren't a bad choice with the new Woodelves. Couple volleys of no armor save arrows and the bus and characters will be toast. I'd wonder if multiple units of 20 saurus all across the battlefield would work? Enough targets that he can't redirect them all? and just march forward, if you can get in combat you should win even if you only have 10 saurus left.
Maybe? I haven't had that many games against them yet ^^ Way watchers are expensive though and they're skirmish and rare so you won't be seeing too many mega units of these. I'm guessing 10-15 at this point range that's upwards 300pts pf squishy archers who rely on getting first turn. 6 terradons with stones will most likely kill 8 models so they're manageable. 14 way watchers kan kill 4 CoR the first turn. With vanguard we'll be in their face at turn 2 and we can split up the characters to take a unit each if possible. Woodies die fast in CC. Obviously though this relies heavily on the bus, but one shouldn't underestimate our skinks.
One of the things you are going to have to worry about (besides waywatchers) is glade guard with trueflight arrows. Str 3 shots that ignore to-hit modifiers. They are going to be hitting and wounding skirmishers on 3s. Since it often happens against wood elves that a combat will end with one or two models, and since those units are speedy and maneuverable, you need to keep your shooting alive to take out the remnants. This is tough to do when your skirmishers can be shot to hell when hiding in a building behind 4 separate units in a unit of trees. Keep a unit of skirmishers (or maybe a tetto cohort bunker) well out of the 30" range of the glade guard, and bring them out for cleanup once the glade guard are dead or in combat (i.e. soon to be dead).
It obviously depends on the play style one wants to utilize. If it's the bus the skirmisher units actually works as target saturation until the bus can connect with something. They can focus fire on the bus with everything they got or they can easily shoot down our skinks. If skinks aren't harmed they can easily do their thing on those puny archers. If they have 2 trueflight units (20 models) they they can do 7,3 wounds. Not counting poison the hag bane will do 1,8 wounds so they can remove one entire unit each shooting turn. I'm not sure what the best thing is, but I'm certianly going to try it out and see how it goes.
Wyssans work wonders here, as does Pann pelt, even more so since you can bubble it. high T is the worst enemy of WE, and if you get them to wound on 6+, their ignore armour saves become less scary, and poisons... on CoR? I'd happily accept those poison shots, if it means my High T and poor AS beasties don't get wiped. Played WE twice now, and got a clearcut vicory each time. I was just a few points shy of crushing victory, but the game ended before I could wipe his last unit. I run very low on skinks, and Saurus seem pretty good at tanking all those shots. Might be a poor WE player, I wouldn't know, but they just seem.... underwhelming. 'course, running life slann makes me a pain to kill, and even without WBW, I can choke out entire units with dwellers and Awakening of the Wood, and increase my T to levels that are just ridiculous for S3 archers. Even SKINKS can become an annoyance to deal with, and lots of targets causes headaches for them.
I have play my wood elves way too many times after the new book. I can tell you right now that T4 or higher is nigh impossible to reliably kill with arrows. I am still trying to build a list that can handle that kind of toughness. We have arrows that can deal with T, poison, and that can deal with armor, waywaters but not one unit that can deal with both. The only thing that is S4,5 are the Wild wood riders on charge, eagles and warhawk riders. Those are really going to be the only ones you will see. So tips would be place your skinks properly to stop scouts and scout your own chameleons to stop vanguard. Make them shoot your temple guard. Place them right in the center and make them a target. S3 AP arrows will not take them down easy. Use your skinks to redirect the wild riders, they have fenzy. A CO bus will wreck havok if his waywatchers are not placed right. Also if your skink are inrange of archer they will die in droves so keep them behind Saurus or TG until you get close enough. And finally DO NOT UNDERESTIMATE 30" RANGE!!! Edit: also focus 1 side of the board. If he brings Wildwood or Sisters they will run circle around you and you will never catch them.
hi all i think i am the problem being new to lizzys my 2k list i took was slann(life) 3channel dice thing and channel rod scar vet coldone steg helm luck stone 30 saurus 18 tg 10 skink skirmshers 10 skink skirmishers 2 razordons 3 teradons 1 stegadon sharp horns 1 bastilidon 5 camo skinks my issue every week is his wild riders,thye absolutely smash what ever he charges and i dont ever seem to be able to stay out him range,my teradons and camo skinks dont last a turn and my razordons dont seem to him much ;p he had lvl 4 on stag(shadow) lvl 2 on foot(fire) 10 archers hagbane 10 archers hb 10 archers truefire 7 dancers 10 scouts 14 wildriders 7 sisters 10 ww i know i suck at this but feel like this
forgive me if im wrong but he can still shoot my skinks even if they behind my TG becuse he can shoot through troops? as long as he can see ofc
Dont put yourself down. WR are the best unit we got because on the charge a unit of 5 gets 15 S5 ASF, AP+ 10S4 attacks. With the S5 attacks rerolling to hit and being armor piercing, nothing we have can withstand a charge. But they are squishy being only T3 with a 4+ armor save. Shooting at them and magic will easily kill the unit. If my WR do not get into combat quick they will just die before doing much. If you want place your razordons on the flank and make it so he has to charge them. The stand and shoot can easily kill them all if you roll decent on the arty dice. Also I got to stop using we in this thread because I have both WE and Lizzies