8th Ed. Killing Chaos Knights @ 1000 points

Discussion in 'Lizardmen Tactics' started by Gor-rok, Jan 9, 2011.

  1. Gor-rok
    Terradon

    Gor-rok Member

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    I've a 1000 point game coming up against WoC. I'm always amazed at the number of Knights my opponent fits into these smaller games, and I haven't found a reliable counter without Slann magic or multiple Salamanders (I'm hoping to use only one this game). I expect to face a unit of 9+ knights, accompanied by a powerful hero.

    Skinks won't do it (can't break through that 1+ armor); Saurus can't hold them for long. I'm considering some kroxigor for a flank attack once the knights get tied up with the Saurus, but it's a gamble that they'll be steadfast long enough (or that the Knights will take the bait). Stegadon? Temple Guard with AP standard? Priest with Storm Rod? I need an edge.

    There is also the possibility of a Hellcannon (at the expense of fewer knights), so that occupies some points for chameleons and such. My Ogres were utterly defeated last time, even with the Tyrant and his Ironguts attacking the Knights to the front, and Bulls getting them in the flank. With Lizardmen, I have no excuse for losing!
     
  2. novatomato
    Razordon

    novatomato Member

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    this is a toughie, aside from the multiple steg impacts you've named all the options available and even that will allow for a 4+ armour save.
    I think the very best option is Uranons thunderbolt, either from the priest(s) or from the rod of storms.
    Two level two preists, one with the Plaque of Tepok and the other with the Rod of Storms should see you able to get the spell but your opponent will be looking out for that one as the rest is pretty inconsequential to his army anyway.
    A Scar Vet with the Burning Blade (or an Old Blood) or the +2/3 strength magic items. The revered Blade of Tzinki would go well on an old blood.

    Pretty much your very best options are tooled characters, (very unfortunate that it is so but Chaos Knights are the best cavalry in the game bar one or two under certain conditions)
     
  3. wolfmage
    Temple Guard

    wolfmage New Member

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    could go for that magic blade that i can't currently remember the name of. The one that ignores armour saves, that on an oldblood should do the trick.
     
  4. rammramm
    Chameleon Skink

    rammramm New Member

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    I would suggest the old-blood with Burning blade of Sotek, a potion of strength, LA, dawnstone and enchanted shield (even if it is 15p).

    This would cost alot ( just below the maximum allowed) however you would have a hero that has a rerollable 1+armour and who will dish out 5 attacks that will have at least -4 in armour reduction (giving him 5+ tops), even without using the strength potion.

    The biggest problem this hero will have is that his unit will be chopped down and he will run. So I would suggest you use him on his own (assuming he doesnt bring that hellcannn you were talking about). This is because he will have nothing to snipe him with. If you can get his knights to charge your lone general (many opponents would not be able to resist) the old-blood will probably hold up the unit for a couple of turns and might be able to kill his character and the champion in the process (love how Chaos cant deny challenges). Meanwhile the rest of your army can utterly destroy the rest of his which ought to be small considderig the points he tied up in the knights unit.

    This is how I would try and trick my friends if they would use such a tactics since I know they would put too much faith in their knights and wouldnt want to manouver their knights around the lone model in their way.

    However if you think your opponent is too sharp to go for that one I would probably go for the double priest with rod and plaque. Uranos thunderbolt and chain-lightning are the key magics you want. They will realy be a pain for him if he hasnt invested in magic defense.
     
  5. Gor-rok
    Terradon

    Gor-rok Member

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    Here's a question: If I use two skink priests, can I stack the signature spell on one target? It'd be -2 for them to hit, -2 leadership... It could turn the tide if I don't roll up the good offensive spells for them.

    If I go the route of a powerful hero, another option might be to keep him in a unit and let the champion fight with the Chaos Hero. That way, the Saurus's attacks could put a dent in the number of knights, and I could be steadfast despite the champion getting overkilled.

    With BBoC or a halberd, plus potion of speed, and in a unit of Temple Guard (with razor standard), the Oldblood could reduce the number of attacks coming at the unit. If I keep him less expensive I can also fit a Priest in there to cast a supporting spell.

    Think that will work? I guess if the Hellcannon shows up, I'll just need to get into combat ASAP. Too bad it's a real beast close up as well...
     

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