7th Ed. 4 way : Liz+counts vs Double Woodies (advice appreciated)

Discussion in 'Lizardmen Army Lists' started by Glorystorm, May 2, 2009.

  1. Glorystorm
    Skink

    Glorystorm New Member

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    Ok so the Lizardmen have recently been getting real ticked off with the skirmishing woodies and in particular the engine annihilating wardancers so the slann has called in some distant vampire count cousins to sort this out.


    Now at the moment i havent got a solid list as such, and i dont know what the counts are taking, but from what ive gathered he has gone for the gorgonzola of cheesy armies with 22+ power dice and 7 bound spells

    Its worth noting that we are taking 2000points each and counting it as a single army, this includes special and rare choices, lords and heroes, power and dispel pools. Its also worth counting that we are taking one general, which in this scenario is going to be the slann. Therefore the counts will only start crumbling if the Slann is defeated.


    This is the rough idea of the list

    Slann Mage Priest 410points
    Focus of Mystery, Focused Rumination, Cupped hands, Bane head, BSB

    Skink Priest 420points
    Level 2, Engine of the Gods, Glyph Necklace

    Skink Chief 380points
    Stegadon War spear, Ancient Stegadon

    Scar Veteran
    Jaguar, Sword of Might, Light armour, Shield

    12 Skink Skirmishers 84points

    12 Skink Skirmishers 84points

    20 Temple Guard 334points
    Standard Bearer

    2 Salamanders w/ 3 extra handlers 165points



    Although the list might seem small, i know for a fact the woodies are taking 3 treemen and 2 forest dragon lords and some ridiculous unit of wardancers with heroes so they will be small as well.
    The Slann is basically going to be the pivoting point in this match, if it dies then not only will they get a substantial amount of vp, the counts army will crumble and the game will basically be lost. So Ive stocked up on the Tguard, and will be keeping a nice rear screen of skink skirmishers simply so forest dragons wont be able to land and get the rear of my tguard without spending a turn killing them first.
    Stegadons will be interesting, to be honest i havent got a game plan for them except that something has to kill the treemen and its not going to be zombies.
    The jaguar scar vet is a favourite of mine, so tactically flexible in any scenario and will be able to get his charm off almost every turn and even when he doesnt its 2 or 3 dice gone if they really need to dispel it.
    the Salamanders are going to be going up a flank with some counts and generally torching the pesky woods.
     
  2. lupercal
    Kroxigor

    lupercal New Member

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    i would drop the sword of might and take the burning blade of chotec -2 armour and double wounds on treemen is just to good to pass up in this game

    i would also take the lore that gives you pit of shades for the slann for taking out the dragons (hopefully) since magic will be flying with ease in this battle between you and the counts magic pool and on that note i would give your priest on the EotG the extra spell plaque instead of the glyph so you can rain that much more

    as for taking out the war dancers i would try and get the temple guard into combat with them and just use hand weapon shield as they will save alot against puny elves and being that they have no ranks and you have 2 standards you will start combat with a +5 advantage and being stubborn you will hang around even if they win the first round if you get flanked they set themselves up for a counter charge from the steggies (hopefully) and you still come out ahead even if it is just zombies counter charging

    an alternate theory is to just rain death on this unit with magic, skinks, and sallies but i would like to see the sallies and the jag vet tearing up treemen and the skinks going after the archer sticks

    well that is all i got for now will give you more advice if i think of anything
     
  3. Glorystorm
    Skink

    Glorystorm New Member

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    I probably wont be using the scar vet to be going for treemen, il be wounding on 5's and hitting on 4's (assuming treeman ws is 3 minimum) so ive got a 16.7% chance of doing a wound which is not in my favour at all, and even in the best case scenario where i take of 2 wounds (4 from flaming) he will squish me like a bug straight after and then ive got a considerable sink in vp.

    I tried this list today against ogres and it worked pretty perfectly, i only lost a few wounds on the war spear stegadon from some guts but thats about it, obviously the power level of ogres cant be compared to the power level of woodies but i surprised myself at its success.
     
  4. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

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    can't have the 3rd extra handler on sallies.... 1 per pack.... anyways the list overall seems pretty good
     
  5. Scarloc
    Chameleon Skink

    Scarloc New Member

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    You know you rally should get 2 forces to even try to make this even. Luckily the elf player does not seem to be taking more mages to make the dispell dice even higher against you. Also I thought only the one wood elf special character was the only one that could take a dragon now?
     

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