Terradon
hdctambien
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Lessons learned fighting the New Dark Elves with the New Lizardmen.
1. Lesson: It doesn't matter how many attacks you have, if you only roll 1's and 2's you can't kill anything.
I charged a unit of 5 harpies with a unit of 3 Ripperdactyls. 12 attacks later I only killed 2 harpies. Next combat round they killed 1 Ripper and I killed nothing with 8 attacks. Next combat round the harpies killed another Ripper and I killed 1 harpie...
2. Lesson: RBT's are scary.
Turn 1 DE obliterated 5 of 6 Cold One Cav with 2 repeater bolt throwers.
3. Lesson: Don't charge the Witch Elf block. Ever. With anything. Not even with Everything.
By my turn 2 I had pretty much given up hope that I had any change so I charged his horde of Witch Elves/Cauldron/Special Witch Elf character (Khrone?) with 25 Saurus Spearmen, 2 Swarms + Tehenhauin and an Ancient Stegadon with the Engine of the Gods just to put a quick end to my mysery. The witch elves killed everything except about 12 Saurus who ran just far enough away to survive.
4. Lesson: Skinks are awesome.
10 Skinks with Javs connected with 6 poison his agaisnt a Hydra and killed it.
5. Lesson: WTF Rippers?!
The RBT Crew killed my last Ripperdacyl in hand to hand.
6. Lesson: If you roll a million 1's and 2's early in the game, you may have a million 5's and 6's coming your way later in the game?
A Unit made up of an Old Blood with the Blade of Realities, a Scar Vet BSB with Armor of 4+ Ward, and a single CoC Standard Bearer can survive a horde of Spearmen in the flank AND a Hydra in the rear at the same time.
7. Lesson: Don't give up so early and try to throw the game. Giant, scary Frenzy units can be neutralized (refer to lesson #4)
If you kill EVERYTHING in a DE army except the horde of witch elves/Cauldron/Special Character you can still lose if you stupidly charge your General & Stegadon & Saurus into that block in the beginning of the game.
8. Lesson: Word of Pain SUCKS for Lizardmen.
1. Lesson: It doesn't matter how many attacks you have, if you only roll 1's and 2's you can't kill anything.
I charged a unit of 5 harpies with a unit of 3 Ripperdactyls. 12 attacks later I only killed 2 harpies. Next combat round they killed 1 Ripper and I killed nothing with 8 attacks. Next combat round the harpies killed another Ripper and I killed 1 harpie...
2. Lesson: RBT's are scary.
Turn 1 DE obliterated 5 of 6 Cold One Cav with 2 repeater bolt throwers.
3. Lesson: Don't charge the Witch Elf block. Ever. With anything. Not even with Everything.
By my turn 2 I had pretty much given up hope that I had any change so I charged his horde of Witch Elves/Cauldron/Special Witch Elf character (Khrone?) with 25 Saurus Spearmen, 2 Swarms + Tehenhauin and an Ancient Stegadon with the Engine of the Gods just to put a quick end to my mysery. The witch elves killed everything except about 12 Saurus who ran just far enough away to survive.
4. Lesson: Skinks are awesome.
10 Skinks with Javs connected with 6 poison his agaisnt a Hydra and killed it.
5. Lesson: WTF Rippers?!
The RBT Crew killed my last Ripperdacyl in hand to hand.
6. Lesson: If you roll a million 1's and 2's early in the game, you may have a million 5's and 6's coming your way later in the game?
A Unit made up of an Old Blood with the Blade of Realities, a Scar Vet BSB with Armor of 4+ Ward, and a single CoC Standard Bearer can survive a horde of Spearmen in the flank AND a Hydra in the rear at the same time.
7. Lesson: Don't give up so early and try to throw the game. Giant, scary Frenzy units can be neutralized (refer to lesson #4)
If you kill EVERYTHING in a DE army except the horde of witch elves/Cauldron/Special Character you can still lose if you stupidly charge your General & Stegadon & Saurus into that block in the beginning of the game.
8. Lesson: Word of Pain SUCKS for Lizardmen.