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Guardians of the River Earth

Discussion in 'Introductions' started by lehmunayde, Jul 6, 2011.

  1. lehmunayde
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    lehmunayde New Member

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    Hello!

    I am a relatively new Lizardmen player. I collect Lizardmen and Dark Eldar for 40k.

    My Lizardmen army is called 'Guardians of the River Earth', named so because i liked the concept of the River Amaxon being so wide that it is like another world, which it technically is, due to the variety of fishes and other life that resides beneath its waters. They are painted pink with purple scales. I have about 3,500 pts due to my Lords and Heroes section- too big to be legal, but it allows me to be flexible.

    I love converting and customising most of all, especially big monsters, heroes, scenery and stuff you can't normally have (like a lizardmen bolt thrower or giant blowpipe turret :) ).

    However I am wondering about a Thunder Lizard or a Coatl; which to build first, how big to make them, how to paint them... I would appreciate some advice.

    Thanks for reading and please reply if you have any advice!

    P.S. I need some tactics for beating Dwarves too- my friend causes havoc as half of my army has been shot down by the time they get into combat. Thinking of screening, but would like something more effective if it exists...
     
  2. n810
    Slann

    n810 First Spawning

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    yea thats what usualy happens when we fight dwarves...
     
  3. Arli
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    Arli Moderator Staff Member

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    At higher point values, take several units of chameleons. I would take at least 3 or 4 units at 2500 pts. Probably in units of 6 or 7 (and yes, I have 30 chameleons plus Oxytyl. I am a recovering chameleon addict).
     
  4. lehmunayde
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    lehmunayde New Member

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    An interesting strategy with the Chameleons... I always found them too many points for what they can do. But I am curious to why you like the chameleons- perhaps I have not looked at them enough, but how would you use them? I believe that one day we can beat the dwarves too.

    I guess I sound really desperate there, but unless we're playing Storm of Magic we will get pretty owned by those Thunderers. Because in S of M... WE get Thunderers...
     
  5. Cowboy jet
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    Cowboy jet New Member

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    Get a large unit of CoC and the huanchi magic banner, then:
    First turn you can move your coc behind some cover or to a flank, so you are out of the front arc of some tunderer units. You should make sure you can see 1 unit, for the charge next turn.
    And you should be able to get some protective magic going, iceshard blizzard from a priest or Pha's from a light slann.
    Also the range of them guns is only 24". if he's spread out and your on a flank, only one or 2 of his units might be able to shoot you. And they will be shooting at long range.

    So lets say 2 units of 10 thunderers can see you. they will hit on 5+(counting magic here) so thats 6.6 hits.
    S4 against T4, means only 3.3 wounds
    And ofcourse you will have your +2 armour save, the dwarven gun is S4 and has armour piercing, so 4+ remains thats half of the wounds that you will save. you loose one or two coc.

    Second turn you charge 1 unit, with the banner your average charge range is 19.5"
    If you charge the unit you casted the blizzard on, it will cause you another wound with the stand and shoot.
    this means you get atleast 5 models in CC. you will eat through them and
    take down his entire gun line one by one.

    With his remaining units he can't turn to shoot you, since it's move or fire.
    Or you will be in CC so he isn't allowed to shoot you.

    If you add a scarvet on cold one, even better.
     
  6. lehmunayde
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    lehmunayde New Member

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    Very clever and useful, thank you all.
     

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