Hi lizardlover here! my little (and very, very annoying) brother has just got some high elves (as in a battalion, chariot , mage , heroes and bolter thrower) and wants me to battle him. Now i can obviously beat him ... but i want to know if anyone has tactics to pound him ruthlessly into the floor and then (theoretically) pour a tonne of salt in the wound by beating him well! ihave big lizardmen armie now and can use everything except a stegadon (dont have one ...BOOHOO) ...soooo anyone got any ideas ?
I might be able to help you there, I'm the most experienced anti-HE player you'll meet without trying too hard. I've been playing against them for YEARS and the new ones are ridiculous if you're not careful. So here's a crack-down of most of the units and how to beat them. Spearmen- your brother will probably have these, seeing as he bought the battlalion set. Salamanders can kill them all pretty much in one shooting phase, they're vunerable to just about anything but beware of chargeing them, that ASF rule is nasty when your opponent fights in three ranks. Archers- In small numbers, they're not that bad. Units of probably 10 with Str 3 hitting on 3+ without modifiers? Not that bad, en masse, those dice find a funny way of adding up against you. In that case, I strongly suggest take a good number of skinks to take the shots. Easy to kill though, skinks or terradons and easy tear them apart. Lothern Sea Guard- Same as above, expensive but do both. Phoenix Guard- VERY dangerous. That 4+ Ward Save against everything is a killer, not to mention they cause fear and have heavy armor. Against them, do NOT engage in combat. I'd use either skinks, magic, or Salamanders to take them out. Swordmasters- One of the best combat units in the game, I've discovered a unit of Saurus Warriors with the Quetzl spawning and hold them off, if worried throw in a Scar-Veteran. Very easy to kill with magic or shooting with only heavy armor protecting them. Do not engage in combat lightly, very deadly. Best option, Salamanders and skinks. Silver Helms- Not very dangerous, but are a core choice. Salamanders are excellent for quickly destroying them. Dragon Princes- Now HERE'S a unit that's just a pain in the ass to kill. Immune to fire, 2+ armor save, and Str 5 on their 16" charge range. My suggestion is either Kroxigors or if you're taking a Slann, keep rolling on Heavens unit you get Uranon's Thunderbolt, or if you like Shadow magic, the 3D6 Str...I think 1, maybe 2, surprisingly very effective. White Lions- Due to the somewhat decent save they have against shooting, unless you're shooting with ALOT of skinks or salamanders you won't do much. Kroxigors can eat these guys alive, even though they wound Kroxigors on a 2+ and we get a 6+ save, they only get one attack per guy which means you guranteed attacks back they they can't prevent. Tiranoc Chariot- Fast but not too deadly. A decent armor save, but pretty much anything in our army can beat them. JSoD, Kroxigors, Skinks, Salamanders. White Lion Chariot- You REALLY don't want this sucker to charge you. Salamanders, Kroxigors, or a JSoD should be able to handle it. Great Eagles- SKINKS! Repeater Bolt Throwers- Now this war machine is one of the best in the game. If your brother's smart, he'll almost always use the Repeater technique and take lots of these buggers, meaning in a 2000 point fight you could be facing 24 str 4 armor piercing shots that have a 48" range starting at a 3+ to hit, keep those priests hidden! Terradons are your best bet, or Chameleons skinks, both can get there quick and kill the 2 man crews. Prince/Noble- Rather squishy for fighting heroes. Don't be dumb though, they can still deal ALOT of damage. The Prince I despise if he's on a Dragon cause he can easy afford to give himself 2+ armor save and a 4+ ward save with some ridiculous magic weapon and an enchanted item that does one wound to him but allows him to reroll all failed to hits, wounds, and you have to re-roll all succesful saves, so beware. Archmage- Very good at casting and Dispeling. I personally ALWAYS take a Slann against High Elves because you Oldblood alone can't wreak enough havoc and on a Carnosaur he's Bolt bait. Mage- That +1 to Dispel is annoying, but a priest tends to be able to handle one of these guys. Dragon Mage- Beware! Very nasty Fire sorcerers, not to mention on a dragon. Although, him and his dragon have no save worth mentioning, so blowpipes will quickly rid you of his presence. Moon Dragon- Magic, Kroxigors, Oldblood, or skinks have a strong chance at killing him. Star Dragon- one of the most dangerous models in the game. It's unkillable in combat really, unless you're brother isn't paying attention and you get a rear charge with Kroxigors and a flank charge with an Oldblood on a Carnosaur... but on to killing it. If you have maybe 50-60 skinks all armed with blowpipes and you send them for this monster, you might be able to kill it. My personal choice? The Slann, take all spells on Shadow until you hopefully get Pit of Shades. Wait till he's in range and BOOM, let it go as your last spell and watch as his Intiative of 2 fails and the Dragon and Prince die automatically, no possible way to save it. And you'll win. Well.......I think that was everything. Lores to take against the army that are good, I'd say Shadow, Death, Life (pending on terrain), and Heavens. Do NOT take Fire, Metal, or Light cause you never know where Dragon armor (immune to fire) will be hiding in his army. Best of luck, -Dalkarius
High elves shouldn't be a real problem. A JSoD and maybe a unit of terradons should be able to silence his shooting. Then you just have to sit back with 3 salamanders and burn his toughness 3 bad save troops to a crisp. Just don't try to engage swordmasters or spearmen to the front!
I play both High Elves and Lizardmen so i can give some advice. Salamanders rape elves in droves Jsod is nice for bolt throwers, and chariots. For a lord id honestly suggest a slann, High Elf magic is strong, but they still can't out cast a Slann