7th Ed. Had a game last night

Discussion in 'Lizardmen Tactics' started by Nakai, May 13, 2010.

  1. Nakai
    Saurus

    Nakai Member

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    So currently my list was 5 wins 0 losses and I think that my opponents were getting annoyed at losing all the time. We play 3000 point games because we enjoy having a lot of troops to mess around with. Anyway I went up against the ultimate army in cheese last night, warriors of chaos. My opponent brought the Suneater Shaggoth character, three other Shaggoths, three units of three dragon ogres, 4 units of 6 marauder horsemen and a sorcerer lord on a disc of tzeentch. Now when he told me this is what he was bringing I knew it was going to be ridiculous but I played and found it near impossible to take anything down, I did manage to take out the Suneater special character the marauder horsemen and another Shaggoth, but by that time everything already so close the army just moves so fast. Anyway I wondering what you guys would have done in this situation.
     
  2. Kurlin
    Ripperdactil

    Kurlin New Member

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    What was the list you brought?
     
  3. Nakai
    Saurus

    Nakai Member

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    I brought

    Slann
    bsb
    warbanner
    focus of rumination
    focus of mystery
    becalming cognition

    Saurus Oldblood
    carnosaur
    light armour
    spear
    aura of quetzl
    war drums
    enchanted shield
    talisman of protection

    Chakax

    2 x 10 skink skirmishers

    2 x 20 saurus warriors
    standard
    spear

    20 temple guard
    f.c
    blood statue
    sun standard

    2 x stegadon
    2 x 3 terradon
     
  4. Kurlin
    Ripperdactil

    Kurlin New Member

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    I think you had way too much tied up in your dethstar unit. But obviously if you were winning they didn't know how to deal with it :) But 1/3 + of your points in 1 unit is just way too much for my tastes. And Chakax is decent, but still not worth his points to me, our named characters all kinda suck for the points :shifty:
     
  5. Iggy Koopa
    Chameleon Skink

    Iggy Koopa New Member

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    Agreed. Our named characters sucks for the points!

    Iggy Koopa
     
  6. Great Lord Tlanxla
    Saurus

    Great Lord Tlanxla New Member

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    Well Kholek Suneater is just about as mean as it gets. With 8 strength 8 attacks that do d3 wounds and a 2+ save there is very little that can bring him down.

    I would take a slann and melt him with spirit of the forge or the lesser spell that does the same thing. And/or take a oldblood on a carnosaur with the revered blade of tzunki. Other than that there isnt much you can do. Take some terradons to deal with the marauder horsemen and a stegadon or two to attempt slow down the shaggoths.
    Saurus and temple guard are also a good option because they can probably beat a shaggoth with static combat resolution if he doesnt kill too many of them.
    Lots of skinks too. Poison shooting could deal with marauders and maybe wound the shaggoth once or twice.

    Since his army was so fast just wait for him to come to you and blast him with magic while you can. Other than that im not sure of much you can do besides just trying to scare him with the carnosaur and stegadons while the saurus wait to back them up.
     
  7. Kurlin
    Ripperdactil

    Kurlin New Member

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    Also use the skinks and terradons to march block as much as possible and keep blasting with the slann.
     
  8. lazylizard
    Temple Guard

    lazylizard New Member

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    you know. i really don't know how you lost. sorry to say it. i really think you should of come out on top. i would focus 1 steg and 1 unit of warriors to one unit of dragon ogres and another steg and warrior set to the other unit. the temple guard and deal with the other unit of dragon ogres. you should take the cupped hands and be trying for that miscast like crazy. don't forget bane head. also don't forget to run that carno around and eat something. but in the end when its all said and done.

    ITS A DICE GAME!!!! you never know what will happen. but i do like your list. don't let this defeat doubt your list. :D
     
  9. Walgis
    Ripperdactil

    Walgis New Member

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    well IMHO you did a mistake in your list, in 7ed you need to go one or the other way. that is heavy magic, or heavy combat. againts this list i would drop regular stegs, oldblood, and definetly chakax becouse he is not worth it. then i would take two eotg's, another slann ofcourse, and squeeze tetto'eko, with slann i would take heavens lore. with terradons i would hunt down suneater shagoth and drop rocks on him then shoot. with skinks i would hunt down the rest shagots (in my last game after shooting and stand and shoot oponents shagot died) i would drop one infantry block and take more skinks and posibly another one unit of terradons.
    magick would be awsome becouse of tetto eko you would do IR in any doubles except double ones. no range requared, no armour saves. he wouldnt even come close to you.
    thats my opinnion :)
     
  10. Sebulba
    Temple Guard

    Sebulba New Member

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    Haha... that's a wild list

    I mean... really you need to try to pick him apart. He's got a bunch of hammers and some redirector/hammer marauder cavalry. Terradons work best for redirecting the big stuff or dropping rocks on the cavalry. I don't even think a str 4 rock can hurt Kholek... T8 right?

    Just hold on with Kholek... I mean, there's not much you can do. Lore of Beasts would help, casting beast cowers on Kholek if you can get it through. Ultimately, he has no combat res so if you can keep his units from ganging up on your blocks you should have a chance of breaking stuff. Terror probably got you pretty good though...

    Also... no uranons thunderbolt! That makes him frenzy or something and he ignores the hits... If you could kill that sorcerer you should have pretty free rein in the magic phase.
     
  11. Nakai
    Saurus

    Nakai Member

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    I actually had no problem with The Suneater took him out fairly easily with some magic stegadon bolts and a finishing charge with my carnosaur lord by turn three, really what got me was the strength seven dragon ogre charges, the four weapon skill really kills the saurus warriors, since they only need 3s to hit and 2s to wound. They themselves have four wounds and 3 or four attacks just destroyed my big blocks. Cut them down before I could get support into help, plus the dice were totally against me never seen so many 1s and 2s *shudders*
     
  12. lazylizard
    Temple Guard

    lazylizard New Member

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    what i like to do is take my steg and let it take the charge or charge them, you'd be taking about 3 ogres on with 12 attacks coming at you but they will need 3's and 4's compared to 3's and 2's with saurus blocks. you should be able to survive that charge and hold which allows time for my saurus blocks to come in and hit it in the flank. be sure to have a bsb around when rolling for that stubborn test :D i have been known to fail those stubborn tests on many occassions.
     
  13. Nakai
    Saurus

    Nakai Member

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    I tend to disagree with you on that since stegs only have 5 wounds and against str 7 they have no armour save. With 12 attacks chances are your steg is dead if they get the charge.
     
  14. Xlcontiqu
    Ripperdactil

    Xlcontiqu New Member

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    Last time, my opponent that played with a unit of three of them was very frightened to engage my unit of Saurus Warriors with Oldblood. Probably because the Oldblood was there, but I think if you can bait them and hit them in the flank, you can probably win. Also, I believe they are only T4 so dropping rocks, etc. may be effective.
     
  15. Dumbledore
    Ripperdactil

    Dumbledore New Member

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    Two slanns, know spells, extra dice, one or both with becalming to stop IF, one BSB, the other the general, both lore of metal, an engine or two, as many units of 3 terradons as possible, core skirmishers, two units of temple guard for the slann (14 each should be enough, they don't have much ranged damage). Add ancient stegadons to taste.

    Drop rocks on the cavalry and shoot/magic missile the survivors, magic missile the ogres (only with lightning if you want to frenzy bait them with skirmishers into a wood or difficult terrain), poison shoot the shaggoths with blowpipes (large target, only 5+ scaly skin) and spirit of the forge the sorcerer and then kholek (I think he has T6 and 4+ armour, forge will wound on 6's but still, 2d6, hopefully 2 times a turn). Poison will also work well against kholek.

    Do not run at them, keep your vital stuff at range to cast spells and keep moving back while they run the marchblocked gauntlet of skink poison. When they reach you, they will be coming to you so your stegadons should get the charges on turn 4 or 5 (depending on setup and who went first).

    Since I'm bored, here's an example of the list:

    400 - Slann, Extra Dice, Spells, Becalming, Scroll (general)
    440 - Slann, Extra Dice, Spells, Becalming, Bane Head, Scroll, BSB
    435 - lvl2, Engine, Wardrums, Plaque of Tepok
    390 - lvl2, Engine
    70 - 10 skirmishers
    70 - 10 skirmishers
    70 - 10 skirmishers
    70 - 10 skirmishers
    252 - 14 TG, Standard, Champion
    252 - 14 TG, Standard, Champion
    90 - 3 terradons
    90 - 3 terradons
    90 - 3 terradons
    275 - Ancient Stegadon

    2994 points, 5 stubborn combat units
     

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