7th Ed. IT'S A TRAP!

Discussion in 'Lizardmen Tactics' started by hellbreaker, Sep 20, 2009.

  1. hellbreaker
    Troglodon

    hellbreaker Member

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    Ok... So moving on from the meme...

    I would like some advice against these 'lil buggers commonly known as "Empire".
    I was playing against them, went down a nice little massacre on my part... o_O
    (Read: I lost badly)

    Now, the 1 mistake I could see was my horrible misfortune with movement... And I well know that my movement brought the game down.

    However, point is.
    I'd like some advice on how to remove those bastards Outriders and knights of the inner circle.
    And possibly some advice on how to handle the odd 'gunline' of handgunners and a helblaster volleygun that my friend playing them deploy.

    I could come up with a million of different things to do(Ok then, not millions) but I'm always stopped by the fact that I don't have any of the models to do that...
    I.e Salamanders for the knights(Don't have those) Terradons for the helblaster(Don't have those) Lore of something-else-than-heavens(Sorry, I only have a skink priest)
    Etc etc...

    So... Some advice on stuff to do with my rather limited disposal of units...
    I'll list the units I have(With numbers)

    Scar-veteran on CO
    Skink priest
    Skink chief
    40 Saurus
    20 Skinks(I'm getting another box)
    2 Kroxigors
    8 Cold ones riders(I only use 5 though)
    A-soon-to-be Stegadon(Gotta get money to buy it you know)

    Thanks in advance, if possible. ^^

    Cheers!
     
  2. Itzi-Bitzi
    Skink

    Itzi-Bitzi New Member

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    Hi
    I played an empire army the other day and it went ok. A closely fought battle but it was my first time playing them. The hlblaster volley gun I took out most of the crew with a round of blowpipe shooting first turn using my unit of 6 chameleon skinks.
    I also dealt with the two units of handgunners by providing them with a very tempting unit to shoot at. I had a unit of 10 cold one cavalry which I planned to slam into the hangunners etc. I gave them the Sun banner with the -1 and -2 to shooting at the unit so it wasted a few rounds of shooting from the handgunners and lost most of the benefit of stand and shoot.
    Saurus units with spears hit hard once they get there and usually withstand a charge.
    Salamanders are awesome against empire, breaking units, but the breath weapon worth it's weight in gold against knights with the -3 armour modifier. I would recommend getting one or two of these babies.
    Skink skirmishers I found very useful move=ing between units, and shooting at them eventually charging into flanks and rear etc to help out, but very useful at slipping between units etc. and then dealing with cannon crew. Terradon for the win. Mine don't always make it past many rounds but buy time for chameleon skinks and skink skirmishers to make it to the gun line. Use treelines, I try to deploy a forest in enemies deployment and in the middle of the battlefield for cover for me terradons.
    Anyway I hope some of this has helped give you a few new ideas and or tricks to try out.
     
  3. lupercal
    Kroxigor

    lupercal New Member

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    give your skink chief cloak of feathers to make him a war machine hunter

    skirmishers for the outriders 2 units means that you can more or less surrond them since they don't have the shots to take down 20 skinks and you can more or less corner them just set them up so that if they charge your skinks they over-run into one of your 'hard' units
     
  4. hellbreaker
    Troglodon

    hellbreaker Member

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    I never thought about that.
    My skink does have the cloak, coupled with a bane head and Venom of the firefly frog. (And LA+Shield+HW)

    So, I could drop the bane head, correct?
    Hmm, I usually run my unit of 6 with the plaque of dominion. I'll consider the sun standard. Thanks. ^_^
    Gotta love Saurus I had these guys stand a charge and 3 turns of combat against Chaos knights.
    No such luck against the empire, sure they brought down a unit of 20 guys to 5 and a warriors priest... And their detachment, but they still didn't do anything major.
    I'll have to consider keeping my skinks closer, unlike I did at that game, so that I can blowpipe the hell out of everything there if my saurus die.
    Terradons!
    I need to get those. Coupled with the flying skink chief I guess I would have some solid anti-warmachine support.
    Given that they die before the chief, having them act as an escort and possibly drop some rocks.

    Thanks. ^_^
    I'll take your advice into consideration the next time I play...

    Cheers!
     
  5. lupercal
    Kroxigor

    lupercal New Member

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    i would leave the bane head on your chief just in case you have some mage hunting to do nothing like insta killing a lonely wandering mage
     

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