1. This is just a notice to inform you that we will move the forum to a new server sometime during the next few weeks. The actual process should not last more than a few hours; during this process, we will disable replying and creating new posts. As soon as we know the date for the transfer, we will update with more information.
    Dismiss Notice

Hello all

Discussion in 'Introductions' started by Theavengingknee, Jul 24, 2013.

  1. Theavengingknee
    Jungle Swarm

    Theavengingknee New Member

    Messages:
    9
    Likes Received:
    0
    Trophy Points:
    0
    I just started playing Warhammer Fantasy, I decided to go with Lizardmen as my army(before I found out they would have a new rulebook soon), I just really like the models and the way they look. It was a close decision between VC and Lizardmen, but the build I wanted for VC was prohibitively expensive so it made for an easy decision. I signed up for this forum because army list threads seem to get real and constructive feedback.

    So far I have played 3 games and my Lizardmen have not disappointed me at all, except for the skinks, they seem to never do anything besides give away points. I Run a block of 30+ Temple guard with a life Slann and they never seem to disappoint me, they function as an effective unit for me and take light to no casualties, while inflicting heavy losses on the opponent. The last game I played my opponent did everything he could to avoid charging his big melee units into close combat against me, and he was hiding in trees(guess what army) so awaken the woods was awesome.
     
  2. Slanputin
    Carnasaur

    Slanputin Well-Known Member

    Messages:
    1,146
    Likes Received:
    1,732
    Trophy Points:
    113
    Aha, looks like you've joined just at the right time! Welcome! :) Yes, everyone on here tends to be very helpful - I haven't met a bad seed yet ;)

    Looks like you've got some decent tactics down already, more so than your opponents at least! I tend to use Skink Skirmishers to harass/distract the more expensive units, and a Skink + Kroxigor combo as a decent core unit in itself.
     
  3. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

    Messages:
    1,871
    Likes Received:
    1,166
    Trophy Points:
    113
    Welcome! I agree, there is a lot of good feedback from the members here. Not very much in-fighting either.

    As for your Skinks, don't give up on them just yet. Could you imagine if they hadn't been around to draw the attention away from your TG unit?
     
  4. Theavengingknee
    Jungle Swarm

    Theavengingknee New Member

    Messages:
    9
    Likes Received:
    0
    Trophy Points:
    0
    He would not have charged them with his treemen(i think that what they are called) or the ancient treemen, because he was woried about loosing to many points because his army was in bad shape by turn 3, the slann had killed a large number of his archers with awaken the woods and the saurus warriors had decimated his cavalry and archers. I don't intend to sound cocky, some bad dice rolls and it could have swung in his favor but he didn't have sufficient forces left for the odds to be in his favor.

    He shot at the temple guard a large number of times but did no damage, strength 3 - 4 bows vs 4+ armor and 4+ regeneration on a toughness 8 unit make for little to no wounds.

    I like the lizardmen army quite a lot, I do not plan to give up on skinks, I am just so far not really having any luck with them doing much more than lose points.
     
  5. Why
    Skink

    Why New Member

    Messages:
    37
    Likes Received:
    0
    Trophy Points:
    0
    Try taking 4x10 skink skirmishers with plain blowpipes. Use them to screen for your temple guard and double flee charges, also they can throw out 80 poisoned shots a turn! That is equal to a 13 auto wounds with average rolls. In one turn!
     
  6. Theavengingknee
    Jungle Swarm

    Theavengingknee New Member

    Messages:
    9
    Likes Received:
    0
    Trophy Points:
    0
    The problem I seem to have when I use them, usually just 2x10 is that they just get shot and die, they never even get a chance to shoot most things, with BS 3 and 12 range it seems nearly impossible to keep them moving and get under long range so that they can actually fire 2 shots each before dying and have the poisoned quality, and even when they do everything seems to shake the wounds off anyways,I have almost never had a single wound from them actually cause damage.
     
  7. Why
    Skink

    Why New Member

    Messages:
    37
    Likes Received:
    0
    Trophy Points:
    0
    If he's shooting your skinks he is doing exactly what he shouldn't be doing. The way I see it you expect your skinks to not die, and in reality you should want them to die. Because if skinks are dying that means saurus and salamanders aren't.
     

Share This Page