7th Ed. Fighting against Demons

Discussion in 'Lizardmen Discussion' started by Quillum, Mar 20, 2010.

  1. Quillum
    Saurus

    Quillum New Member

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    I'm currently in a Border Prince's campaign at my local GW store and have invaded a Demon players "capital" city. I've been told that this player likes going with a Tzeentch army, so what I'm looking for is suggestions on what type of army to field that won't be "Cheesy" to face off against this type of army.

    I am not the type of player who likes to build lists to specifically counter an opponent's list, because I like playing the game for the sport of it. So I'm not looking for a "cheese" list, but kind of an all comer's army that can stand up to Tzeentch.

    I assume a Slann is kind of a must, but what things should I look out for when facing someone who says they field a Tzeentch army? Also, i don't know specifically what I will be facing, as I don't know if he likes to field special characters.

    Any suggestions, brief though they may be, are appreciated

    Quillum
    General of the Army of Tlanxla
     
  2. Bibamus
    Bastiladon

    Bibamus New Member

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    you could be facing 20+ PD so be carefull. whatever he fields it will have a lot of casters and a lot of power dice. diadem of power, becalming cogitation and a few scrolls are mandatory. tzeench usually sucks in close combat but between teh flamers, horrors and heralds getting there is the biggest problem
     
  3. The Hunted
    Carnasaur

    The Hunted Active Member

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    The Plaque of dominion is also very potent against a Tzeentch styled army.
    Stupid horrors? Stupid heralds? stupidity on the whole, yes please!

    Tzeentch doesn't have that great Ld, so you're pretty sure of getting a result with that.

    Slann with Becalming is indeed mandatory. As are the Diadem of power and dispell scrolls (2+).
    Maybe the Discipline that gives MR3? To help your temple guard whether the storm...

    And just try to get into CC with him. He cannot flee, and he cannot cast most of his magic while in CC.

    The Hunted
     
  4. Kurlin
    Ripperdactil

    Kurlin New Member

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    Magic resistance on the Slann does not transfer to the TG unit.
     
  5. erians
    Razordon

    erians Active Member

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    Read the brb page 95, states very clarly that the MR of character is transfered to the unit.
     
  6. Quillum
    Saurus

    Quillum New Member

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    So would it be wise to field a fast moving army to get into combat with his units as soon as possible? A solid block of Temple Guard with multiple Skink/Krox units for their fast speed? I'm afraid I'm not sure how strong Tzeentch units are in combat, if skinks can hold their own against such units. As well, I suppose I should ask if I Terradons can do well against them also. I have read the varying opinions of people on the skink/krox units and how they either win or fail horribly, but I don't know what they can do versus their horrors.

    Or, ignore all that and slog my way along with large units of Saurus Warriors and hope my magic defense holds out for me to get into close combat?
     
  7. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    You've got it for your slann and the magic items. However...

    Leave the skink/Krox units behind!!! For the love of all that is green in your army!!!! However, sink skirmishers and Kroxigor units and Terradons are great choices! I'd also consider taking a Chief w/ War spear on an ancient. The impact hits and sheer volume of shooting is nasty!

    I would definately go with a fast army. CoC and stegs and skirmishers and Krox. Definately go with at least one or two units of saurus besides your TG.

    Best of Luck! I just started a Board Prince's campaign with my group and I'm currently facing down a Skaven player with some Dwarven cohorts.
     
  8. The Hunted
    Carnasaur

    The Hunted Active Member

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    A fast army no matter what.

    The slow Saurii will simply get shot to pieces on their (slow) way in. They are likely never to make the other side of the battlefield.

    Skrox aren't that bad. And vs this army, they are ok. They can kill small horror units (Unit size 10), Try to Whack that Herald (despite his ward), try and kill flamers. And as always, flank charge.
    Beside that, they are fast, relatively cheap, and cause fear. So they do no have to test when charging.
    Downsides is that they are fragile. They have 90 degrees of LOS, so a fast unit can dance around it (true for every block of troops [be it infantry, cavalry or monsters]) and are Fragile.
    Their Ld is pretty good, but not stunning. So if they start losing combat, they are likely to keep losing until you break.

    SCOR are expensive for low wound count. I think the Kroxigor might be better than SCOR, because they have more wounds. Although the SCOR have a higher armour save, I think the added protection in the form of wounds offsets this.

    Stegadon is powerful. With the absence of great cannons, the big guy can do very well. And he might be able to soak up a lot of magic.

    Tip: Put your stegadon in your Slann unit (your slann has MR3, and the unit has Plaque of Dominion), meaning your stegadon is now also protected by the MR3!
    Tip 2: DO pray for miscasts!

    Good luck versus that army...looks harsh!

    The Hunted
     
  9. captainrex15
    Skink

    captainrex15 New Member

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    take law of shadows for the slann
     
  10. The Hunted
    Carnasaur

    The Hunted Active Member

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    Can you come up with any arguments for that statement?

    Try to convince somebody that he should try the Lore of Shadows. Instead of just stating it, because that doesn't make a forum helpfull.

    Personally, I don't quite fancy the lore of shadows vs Daemons. Nor Beasts, nor life.
    Shadow does have some tricks, but i'd prefer the raw killing power of, say, Fire. But choosing a lore is a pretty personal choice.

    The Hunted
     
  11. erians
    Razordon

    erians Active Member

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    I agree, the lore of shadow is pretty shoddy against DoC, I'd only ever considering it to drop the GD of Nurgle down a Pit of Shades, but then against you might be better of with Fire to counter all the regen of a Nurgle list.

    Shooting and Magic is the bane of Deamons, they are all fairly low T and bad save against mass low S attacks like Fiery Blast, blow pipes or Destilation of silver. Against a BT with 3+ save Lore of Metal + Bane head will to the trick, and as those games often comes down to killing the BT before he eats your entire army its worth taking it to only kill the BT. Against non-BT lists Fire should do very well.
     
  12. Quillum
    Saurus

    Quillum New Member

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    Well, good news, or bad news, depending on how you look at it. I've found out that the DoC player goes Khorne...and the Warriors of Chaos player is the Tzeentch guy. The person I'm playing against come Saturday is the WoC guy. And I know that pretty much completely changes the playing field. I know the kid is pretty gung-ho about that Infernal gate spell, so I can basically count on him doing his best to get that spell off each turn (provided he rolls it). I'll just have to make a slann list and hope for the best.
     
  13. The Hunted
    Carnasaur

    The Hunted Active Member

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    Becalming Cogitation anyone?
    No really, ANYONE?
    Add Becalming cogitation and the plaque of dominion. Throw in 2 dispell scrolls, and your set!
    If you really want to be sure, add in MR3 as well.
    No more gateway for you my friend!

    And try not to get into CC with his knights too often...
    Ignore (march block) his warriors. Kill the marauders (with saurii, SCOR or stegadons), get rid of his war hounds and fast cav by magic and skinks. Try to redirect/ignore his combat heroes, they are insanely: once they get into CC.

    Be Victorious!

    The Hunted
     
  14. Bibamus
    Bastiladon

    Bibamus New Member

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    MR3 won't help considering you'll either scroll the spell if he gets good dices or use DD's for values like 15. IF is what makes that spell powerfull, and its not a magic missile so you can't reflect it.
    becalming cogitation, maybe plaque of dominion and lore of metal. all his wizards have a 4+ armor save so you can snipe them with rule of burning iron
     
  15. The Hunted
    Carnasaur

    The Hunted Active Member

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    IF is countered by Becalming.
    And if he manages to cast it otherwise, you'd probably want to scroll it. But I only mentioned the MR3 'if you really want to be sure'. You cannot go wrong with MR3 vs a magic heavy list.
    And sniping the enemy wizards is a great way to deal with them. Turn their own protection to a disadvantage for them (being able to be sniped).

    The Hunted
     
  16. Lounge_Lizard
    Cold One

    Lounge_Lizard New Member

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    Depending of the size of the game poit wise, take slann and 2 engines. If your opponent knows what he's doing, he'll probably take a Tzeentch list with 500.000 power dice, or a keper of secrets instead of the lord of change for a leadership bomb. That being said, LEAVE THE MUPPETS (ranked skinks) AT HOME. And that's not just for this game, mind you. :D
    Beware of flamers. The 24'' mark is a killzone. And if you try to charge them, be prepared to be decimated by a stand-and-shoot, and don't forget that they have St 5 in close combat. Yup. And 2 wounds each. Yup.
    Beware of flesh hounds. They are close combat beasts. Beware of plaguebearers, for they are an everlasting tarpit. It's Daemons, and if your opponent is a good player and has a good list, don't be ashamed to go for the draw.

    Cheers!
     

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