I need help creating a 4500 point army for a game against my friend. He's an ex Games Workshop employee and always somehow manages to beat me despite me seeming to get a great start in most games. I've discussed it with him a few times and he suggests it always down to my army selection. So I'm hoping that some people here, with more knowledge of the Lizardman army can give me a point in the right direction, either by writing me an army list, or at least giving me some suggestions (I was worried that this might be considered cheating, but after talking it through with him he'd like more of a callenge anyway). A bit about my opponant. He plays Dark Elves is the first thing I should mention. Likes to take very shooty/magic heavy armies and is a big fan of dark riders (even in 1k point games I can expect to come across 2 units of 6 of these) but every once in a while he likes to throw up an pure combat army to keep me on my toes. To date (whilst using the 8th edition rules) we've only played small games to get to grip with the rules (1500points and under) so this will be our first big game so unsure how he is going to play it. I have noticed that he seems less interested with bolt throwers than he was and alot more interested in crossbowmen. Nothing else about his tactics come to mind, but if you need anything else please ask and I'll try remember. With regards to models, I have pretty much a large enough selection of stuff that I should be able to field pretty much anything people suggest. To point out, I only started Lizardmen 4 months ago, was playing as Wood Elves before that, so I no doubt still have alot to learn tactic wise, there certainly is a large learning curve.
Ok one thing you must always remember is that Dark Elves are T3 and most units are lightly armored. With that in mind: - Take all the salamanders you can. They will cause panic all around his army with their template shooting attack. Target big units 1st, Hydras when they get close and Cold One Knights if the 2 previous targets aren't in range. - Blowpipes are your friend. Besides Cold One Knights, most Dark Elves unit have medium to low armour. With T3 you'll have no problem wounding and with poison, it'll be even easier! - Solid blocks of Saurus Scales should form your battleline. - Use Skinks/Kroxigor units of moderate size to flank your ennemy. With M6 and their special rules, they can outmanoeuvre pretty much anything, can shoot some poisoned javelins and can now old their own in combat. - Slann with Lore of Life is your friend. You can pimp him up to be next to unkillable alone or put him in a ''lifestar'' TG unit. Whatever you choose, make sure you make him lore of life loremaster. Try cancel the casualities you receive from shooting by reviving your units. Remember that ANY spell from lore of life can restore wounds, so cast spells even if you don't see an immediate use. That's pretty much what I can think of on top of my head right now. I'm sure others will have more to suggest.
well i don't know wye you say javlins sinds i always use plowpipes, they can hit 2x and most of the time still benifit from te possion rule
How I read it he was talking about skink cohorts with javelins. Looks like SeBM thinks the same about blowpipes as you do You just about sed it all SeBM Only thing I'd like to add is the use of Terradons and Chamo's. Before mensioned Dark Riders really don't like rocks and extra BS + scout to get yourself in the perfect position or make sure to keep those shades out of your deployment zone. To me they proved invaluable against DE. Good luck! I share your pain... having to fight those stupid DE over and over...