8th Ed. Dealing with warmachines & dwarvern gunlines

Discussion in 'Lizardmen Tactics' started by Pepticsalve, Oct 21, 2014.

  1. Pepticsalve
    Saurus

    Pepticsalve Member

    Messages:
    65
    Likes Received:
    2
    Trophy Points:
    6
    What units / tactics should I be using to effectively deal with warmachines and gunline armies? I got absolutely anhiliated on the weekend playing against dwarves - his multiple stone thrower and quareller units decimated my lizardmen before they could reach them in close combat... Am I right in thinking a few units of terradons would have been useful to have - to tie the warmachines up while my slow coach saurus's made it across the board?

    How do you guys deal with those stubborn rocks with beards (also known as dwarves)
     
  2. Xuil
    Chameleon Skink

    Xuil Well-Known Member

    Messages:
    196
    Likes Received:
    453
    Trophy Points:
    63
    Terradons or indeed rippers. Rippers, with KB ignoring armour, can do quite a bit after taking down the war machines and getting a rear charge!

    That said, my favourite tactic against a stationary gunline is just to chuck a boosted comet from Tetto into the most dense patch (6 dice). Stop it arriving for a turn, and shut down some machines with blizzards, and when it hits at str 8 the next turn, you're normally free of those pesky warmachines.
     
  3. borkbork
    Ripperdactil

    borkbork Active Member

    Messages:
    424
    Likes Received:
    188
    Trophy Points:
    43
    since he is using things like stonethrowers, a nice trick to minimize casualties in turn 1 or 2 is to deploy your units in lineair formations to minimize the hitting area for templates (also works nice for canons but they probably wont target your ranked formations anyway). It depends a bit on the terrain off course, cause being able to move is probably more important than redudinc casualties. But it is a nice way to set up and then use a quick reform to get into a combat formation.
     
  4. Madrck
    Temple Guard

    Madrck Member

    Messages:
    201
    Likes Received:
    8
    Trophy Points:
    18
    Don't feel bad about taking the time to setup your entire army in rows of 1 and 2. If your opponent says anything, just reply with well your the twat that bought 6 pieces of artillery.
     
  5. SilverFaith
    Terradon

    SilverFaith Member

    Messages:
    525
    Likes Received:
    14
    Trophy Points:
    18
    Chameleons are a cheap and reliable way to deal with them as well.

    Best thing about them, is that the slow dwarves will either let them wreck their backline, or spend turns trying to stop them. 2 units at less than 150 points, making them effective no matter what. If they dedicate even 2 units to stop them, you are automatically tying up those two units for several turns, and if they don't, you likely have a free shot at their warmachines.

    Even better, if he relies too much on his gunline, the Chameleons will cause severe headaches for him. His guns will ironically be both overkill AND weak against them. Too much strength, making them better used against something else, and with -2 to hit because of skirmisher+chameleon, plus whatever penalties they might get on top of that (turning to face them, long range, cover, etc.) mean's they will need extreme luck to do anything of note.

    If you have tetto, you can even vanguard them into an even more intimidating position right off the bat.
     
  6. Pepticsalve
    Saurus

    Pepticsalve Member

    Messages:
    65
    Likes Received:
    2
    Trophy Points:
    6
    Thanks for those opinions! I have to say - as a totally friendly game between mates I was a little bit pissed off with his army selection (a bolt thrower, 2 stone throwers, 2 huge quareller units and an enormous tarpit of iron breakers), especially since this was the first time I'd taken the lizards out for a bash and my units are all really small at the moment since I don't have the models... I don't think it occured to him (he's a tourney player) that I just wanted to have a bit of fun and chuck some dice around while I figured out how the lizards played...... Instead he kind of went for the sort of list he'd use in a tournament! I always enjoy a game of warhammer - but it felt like a pretty boring match - right from the deployment it was obvious I was going to lose.... At least its highlighted what units I need to invest in next though ;-)

    Next up for my list will be ripperdactyls and Chameleon skinks.... I was planning on painting more Saurus's and Skinks, but I think I need something to fight back against his Dwarves next time I play them ;-)
     
  7. SilverFaith
    Terradon

    SilverFaith Member

    Messages:
    525
    Likes Received:
    14
    Trophy Points:
    18
    Unfortunately, dwarf gunlines are just boring in general to play against. I know 1 person who finds them okay, and that's a Wood Elf player. Dwarves and Wood Elves are basically WH40k armies in terms of how they play, making them pretty odd for armies like our Lizzies who barely have any real ranged weapons.
     
  8. Pepticsalve
    Saurus

    Pepticsalve Member

    Messages:
    65
    Likes Received:
    2
    Trophy Points:
    6
    Yeh, I agree... The main reason I don't play 40k is because its all 'dakka dakka' - stand back while we shoot at each other sort of stuff. Boooring! I like manuvering combat blocks around a battlefield, trying to out-flank an opponent and getting the charge in at the right time! The gunline was really uninteresting to play against - though I am planning on building up a tourney list for the lizards - so it is something I need to be aware of, and have units available which can counter it. Definitely feeling the need for flying terradon/riperdactyl units as well as skirmishing chameleons to harry those sorts of armies while my main combat blocks of saurus's and temple guard get into position...

    Its also nice to have a special character in Tetto which seems to be a) really useful for a number of things, b) a lovely looking model and c) not stupidly expensive in points terms... I was going to invest in a slann - but I think Tetto'eko will be my next character to buy and paint......
     
  9. SilverFaith
    Terradon

    SilverFaith Member

    Messages:
    525
    Likes Received:
    14
    Trophy Points:
    18
    Do note that some tournaments ban special characters, which includes tetto. It's pretty stupid, but unfortunatly true for a lot of tournaments. You should probably check it out before getting too attached to him. Tetto is awesome otherwise, though.
     
  10. Pepticsalve
    Saurus

    Pepticsalve Member

    Messages:
    65
    Likes Received:
    2
    Trophy Points:
    6
    Ahh, good point...... Maybe I'll just stick to getting a frog on a floating rock :-D
     
  11. Pinktaco
    Skar-Veteran

    Pinktaco Vessel of the Old Ones Staff Member

    Messages:
    2,696
    Likes Received:
    879
    Trophy Points:
    113
    Playing against a friend? Because warmachines + ranged units sounds like a pure gunline to me and honestly while it might be fine for a friend to try it out once or twice it quite boring to play against. IF it's a friend I hope he realizes dwarfs can be played in other ways.

    Regardless though the dwarfen warmachines are brutal, especially when runed up so it' s going to be an uphill struggle.

    This is basically what one can expect from dwarfs:

    - They'll dwindle our combat blocks with ranged artillery/units.
    - Their close combat units are quite superior to ours (hello WS5, S5-S7 and potentially hatred).
    - Their anti magic can eat one of our spells, but overall they have to invest quite a lot of points to deny our magic and they don't gain anything offensive in return. Their antimagic isn't as horrible as last edition.
    - Their combat characters are better than ours, but they're limited in movement so they're somewhat avoidable.
    - Since a lot of their units have WS5 our scar vets will be hitting on 4+. Which means that on average a single SV with GW will do 2 wounds, not counting their 5+ parry.
    - Their combat units are never really big which means that removing 3-4 models a turn on the scary units can be crucial.

    TBH if you KNOW that you'll be facing a gunline I'd probably take Tetto'Eko. If no special characters are allowed then bring a couple of skink priests with heaven and a slann with heaven. Heaven is generally speaking a great lore with a lot of S5+ spells.
    You can do a "trick" where your priests roll first for the magic. This way you can sort of have them "pick" what spells you don't need for your slann. There are only 6 spells so chances are, if you it this way, that your slann WILL end up with the Comet.

    Regardless of the opposing army I'd always suggest to get the following slann disicplines:

    - Reroll first failed dispel attempt each turn.
    - Turn a Dispel Dice to a Power Dice on a 2+.
    - Channel staff combo.

    On average this will, against dwarfs, grant you +2 PD. With 2 channels from the priests you can excpet to gain 2 additional PD/DD throughout the game (33% chance over 6 turns, if they live that long).

    So statistically speaking you should gain 3 extra power dice every third turn or so. If the stars align and so on.

    Point being: You'll be generating a healthy amount of extra dice and the dwarf player will have a hard time keeping up. There are 3 damage spells with heaven (thunderbolt, chainlighting and comet) so focus the comet on the warmachines and the other two on hit main damage dealing block, if possible. I believe both spells deals D6 S5/6 (or are both S6? can't remember) So you should easily be able to remove a couple of models with these spells.

    Salamanders will be crucial two. Their S4 might not but everything (damn T4), but even a couple of well placed shots can generate quite a few kills and you need that.

    Using terradons are a hit and miss. Unless I'm mistakening the dwarfen crew members are WS4, S3/T4 with light armour. So statistically speaking they should have 50% chance to wound your guys once (3 attacks -> 2 hits -> 1 wound -> 4+ armour save with LA, Shield and mounted). Or is it only the Rippers who are 4+?

    Meanwhile I'm fairly certain our terradons cannot stomp and only two models are allowed to attacks. So you're looking at 4 attacks -> 2 hits -> 66% for 1 wound and 50% a good chance to bypass their light armour. That's not fantastic.

    So all in all it's a pillow fight, but if you can distract just one of their warmachines and get of iceshard blizzard on another it's great.

    Just be mindful that if he gets first turn you might lose you terradons to shooting.

    Overall I think an army at 2500pts could look sometihng like:

    Slann with mentioned discipline and BSB. (I prefer the slann oppose to tetto'eko).
    1-2 skink priests (1 dispel scroll at least)
    1-2 cowboys (optional) to take out small units suchs as gyrocopters and so on. (1 SV with armour of destiny, mounted and GW is 154pts).

    a unit of 30 saurus warrirors.
    4 units of 10-man skink skirmisher units.

    Templeguards (30 strong. Slann here. DO PICK ironcurse icon (5pts, enchanted item).
    2 unit of terradons.

    2 units of 1 salamanders (both with extra snack).

    From here on out there is 300pts left to. That's enough for 6 kroxigors, a unit of 6 ripperdactyls and a couple of more guards, a stegadon and some more guards or whatever you desire.

    IF you care for it you could have both saurus units next to each other and an ancient stegadon with engine of the guards behind them (reaching both). Set the engine for lore of heaven and give both units the 6+ ward. It's not much and considered less competitive, but in return you have +5 casting value and the ward is also effective in close combat.
    Use skinks to take our gyrocopters and generally screen your combat blocks, terradons to harass and salamanders to barbecue blocks (which I believe they can do from turn 2 with a little luck).

    /end wall of text.

    Oh and dwarfs are my least favored army to play against. Regardless of gunline or not expect to see a lot of your models to perish before they reach close combat. Where they'll die too :smug:
     
  12. SilverFaith
    Terradon

    SilverFaith Member

    Messages:
    525
    Likes Received:
    14
    Trophy Points:
    18
    I was with you until this.

    Why on earth would you bring a discipline that allows you to reroll a failed DISPEL attempt, against an army that MIGHT have what, 1 or 2 bound spells at most, if even that.

    This is pretty much it. Once you hit CC, you wont do much, and neither will they. It's most likely going to be 2-4 wounds a turn on both sides, unless you got characters backing you up. You wont be removing large amounts of units, that's for sure.

    On your heroes, OTS is very helpful against the parry saves they often has. And if they don't have parry saves, they have GWs, which is both good and bad.

    In either case, you might actually want to skip out on your GW. This is one of the few cases where I might even suggest Sword of Swift slaying, because even at Initiative 3, you are still faster than most of them, making you reroll to hit. Either way, GWs are risky, because killing those GW wielders before they strike you will be pretty important for your Saurus Characters.

    All this assumes CC, obviously. Till you get there, Heavens can be good to help against their shooting, but a couple of beast priests are good as well to up their T to 5. It makes them sufficiently tough to take on their shooting reasonably well.
     
  13. Pepticsalve
    Saurus

    Pepticsalve Member

    Messages:
    65
    Likes Received:
    2
    Trophy Points:
    6
    Thanks! That's all very useful knowledge. My friend plays Dark Elves and Dwarves, and has very large contingents of both - I think he picked a gunline force just to teach me a lesson ;-) (and it worked!)

    Will definitely invest in some special units you've suggested. I'm guessing in most LM lists keep the core down to a minimum? I was planning on getting a unit or two of chameleon skinks though... Are they no good? They strike me as being very useful against a gunline, what with their -2 to-hit penality that the enemy will suffer...
     
  14. Pinktaco
    Skar-Veteran

    Pinktaco Vessel of the Old Ones Staff Member

    Messages:
    2,696
    Likes Received:
    879
    Trophy Points:
    113
    FIgured I'd just continue on with a few things I forgot:

    Now depending on your opponent you'll see the following characters:

    A Thane BSB.
    An Engineer.
    Some anti magic.

    If he picked a runelord AND a runesmith I don't excpet to see a combat lord. The engineer will be placed near a warmachine and I'd expect at least the thane and one other in a combat block of pain and death.

    A unit of either ironbreakers or hammerers with 2 characters is a deadly force to be reckoned with. Luckily unlike us their characters doesn't quite have as good stats as us. I mean yes their Thane might have Ld10 and WS6 BUT he also only have S4 and 3 attacks. That's not super good. Obviously if equiped with a GW and have gained hatred it's an entirely different story, but still.. I prefer Predatory Fighter, S7, T5 a 1+ armour and 4+ ward.

    Anyway engaging the artillery this is what I would have in mind:

    Templeguards have a 3+ armour and a 6+ ward (ironcurse or steggie ward). Even IF a a stonethrower hits 10 templeguards it'll only remove one model (I believe it's S3). That's not super great so don't worry too much about that.

    The organ cannons are a bit of a hit and miss. They'll either be super useless or killing machine and super expensive (120pts + rune(s) and an engineer). That's easily 200pts if fully kitted.

    So if you see the engineer next to the organ cannon expect BS5 (thane + rune). If you drop a comet do so on these two units you have a decent shot of removing both. Otherwise it's a murder machine hitting on 3+ even agaisnt skink even on long range against saurus (range 30"), wounding on 3+ and it comes with armour piercing.
    Cannons can rip a nasty whole in your rank and file troops and destroy monsters and lone characters. See if you can stop these with either terradons or iceshard.
    If you cannot get comet off, see if you can get off iceshard on the murder machine. On long range with engineer and rune it'll hit on 4+. However the organ cannon rolls artillery dice and not regular D6. So on average it should do something like 12 hits. With a 6+ ward it'll do 2,8 wounds on templeguards (if on longe range and with iceshard on).
    If on close and no hex it'll do 4,7 wounds.
    Regular Saurus Warriors with no 6+ ward will take 6,5 wounds at close range.
    Skinks will be completely obliterated

    Don't let that thing hit the same unit twice at close range. And hope it doesn't roll higher than 6 hits on each dice.

    Bolt Throwers aren't really that terrifying.

    So to summarize:

    Watch out for cannons. Consider to charge with terradons.
    Watch out for engineers next to organ cannons (prioritize this target with comet). Consider to charge with terradons.
    S3 stone throwers aren't THAT big of a deal.
    Bolt Throwers are weird.
    No clue about the flame gun.

    I hope you can use these things :0)
     
  15. n810
    Slann

    n810 First Spawning

    Messages:
    8,103
    Likes Received:
    6,522
    Trophy Points:
    113
    Oh the fame cannon is what our salamanders are based on. (it shoots the same way)
     
  16. Pinktaco
    Skar-Veteran

    Pinktaco Vessel of the Old Ones Staff Member

    Messages:
    2,696
    Likes Received:
    879
    Trophy Points:
    113
    I realize your point about the reroll, but I prefer not to tailor the list too much.

    Now tbh I'm actually not too sure when deciding lores happens. It might sound weird, but if we're talking a strictly all-comers list you'll probably always have a slann and priest. Unless you've picked WD or loremaster for your slann I suppose one could choose the lore based on the army you meet or is this not considered legal? As in do you HAVE to write down the lore when you make the rest of the list. I've always wondered this and just picked a lore when making a list since it's usually what I base my army around.

    About beast vs heavens - Wyssan's Wildform is 10+ in casting value and I believe iceshard is 7+. With a lvl 1 priest this actually do make a difference. Besides Iceshard also gives a -1 to Ld and that's quite good.

    I'm not sure I agree with your weapon choice for the SVs. The biggest issue with charging a lone character into a any unit is not doing enough wounds and thus lose due to CR. Here's the thing though: Regardless of the amount of wound you cause you cannot break them since they'll more than likely be steadfast anyway. Against regular RnF dwarfs with WS5 the reroll to hit will grant you 2 wounds and the GW will grant you 1,68. This is not with PF included though. Rerolling to hit is more safe here, I agree, but still.. One thing to also keep in mind though: Against a thane S7 will be much better than S5. Same can be said for ironbreakers. If the character is lone the 4+ ward will be crucial due to sniping cannons. Again though this is basically list tailoring and I personally try and keep it low (obviously against gun lines I go heavens for sure if I know it's coming, I do however hate gunlines :3 ).

    Also are parrys considered to be an actual ward? I realize you cannot have both a ward and parry, similar to how you cant have a regen and parry, but you cannot use OTS against regen so can you use it vs parry?
    It wouldn't make much sense really :p

    Obviously one coild list tailor even more. We're talking 4 salamanders, no dispel scroll, no reroll failed dispel, ASF sword on scar vet, take tetto'eko for a second (?!) comet and stuff like that.
     
  17. Pinktaco
    Skar-Veteran

    Pinktaco Vessel of the Old Ones Staff Member

    Messages:
    2,696
    Likes Received:
    879
    Trophy Points:
    113
    Core with more armies should be on the minimum. Some armies might have more, but truth be told why would you pick more regular saurus warriors when you can get the superior templeguards?

    Cameleons are great, but a risk. Get first turn and pew pew pew the opponent. Don't get first turn and watch them perish. T2 and 6+ save is tough.

    When I bring them it's usually 2 units of 5 and try not to get them two close to each other (panic risk). They're a rather small investment. Some prefer 1 of terradon + 1 unit of cameleons, some just a single unit of cameleons or terradons and.. well yeah it depends on what you want. They cost the same and do the same (in rough terms).

    I think the more safe option is the terradon. They have more purposes, can shoot, drop rocks, redirect and charge.
     
  18. lordkingcrow
    Temple Guard

    lordkingcrow Active Member

    Messages:
    249
    Likes Received:
    107
    Trophy Points:
    28
    As a long time dwarf player, I completely understand the frustrations of those I've faced. Honestly, with these new rules, a gun line is way overpowered. It really takes the fun out of playing when half or more of your opponent's troops have been wiped off the battlefield only to face heavily armored stunties with high WS and great weapons. Dwarf characters can be built to kill anything out there and shrug off the worst of it. I hate to say it, but I created a lord designed to slaughter Oldbloods and Scar-Vets. He killed two Oldbloods and one Scar-Vet in one battle before they could even attack. Sad to say, but they are a bit broken in this addition.

    When the first rules came out, I must confess, I too ran a gun line. Long story short, nobody wanted to play against my stunties anymore. Honestly, I didn't even really want to play with them. It stopped being fun. So I decided that I wouldn't run a gun line any longer, which has actually worked out great. Unlike previous editions, dwarf armies can be very aggressive now! I think I have more fun throwing vanguard dwarf units forward and catching my opponents by surprise as those short little bastards cover ground like cavalry than I ever did with a gun line.

    As for advice against them... Avoid grinding with Ironbreakers, it's a harsh, brutal fight that you usually wont win. They have better WS, better armor, and a 5+ parry. Throw in a rune-smith and now they have armor piercing. Don't be intimidated by GW dwarves, just don't hit them head on with a unit you like. Flank with cold ones and they will fall apart pretty easily. Take out the war machines with Purple sun. Hell, take out the army with Purple Sun. Pitch that bad boy over his gun placements and watch them fall. Be wary if he has a challenge friendly lord. Could be packing some nasty runes and, if on shield bears, he has 5 wounds and a 1+ armor save without even touching his 125 points worth of rune gear. I'm sure I've got some other advice, but I've got somewhere I need to be. Good luck!
     
  19. Pepticsalve
    Saurus

    Pepticsalve Member

    Messages:
    65
    Likes Received:
    2
    Trophy Points:
    6
    Wow - some great info in there! Thanks guys. I suppose part of the appeal of warhammer is all the varying armies that are out there, and needing to adapt play styles to counter the different sorts of threats. But gunlines are definitely uninspiring / uninteresting to play against......
     
  20. Pinktaco
    Skar-Veteran

    Pinktaco Vessel of the Old Ones Staff Member

    Messages:
    2,696
    Likes Received:
    879
    Trophy Points:
    113
    Wait until you play against a wood elf gunline.
     

Share This Page