Need Help defeating an O@G army (obviously a hell of a lot more units!) I have 1 battalion 1 old one, chakax, salamander, slann mage, skink priest, 2, skink captains, kroq gar, but 1 catch its a 1,000 point game!!!! Any experience with this would help. Cheers
obviously, you can't take the slann, chakax or kroq gar for 1K. I use to field 1 oldblood and 1 L2 priest. then some 2 salamanders, a big block of saurus, 1 unit of skirmishers and 1 unit of chameleons (O&G have some cheap stone throwers, which you want to take out quickly). that worked for me quite well so far.
I would use Chakax as a Scar Vet and have him as your general. If you want magic heavy then take your lvl 2 priest and give him plaque of tepok, otherwise just give him a dispel scroll. Take both units of Saurus and the salamander. Use the skinks as line infantry and use them to redirect charges. If you've got the points try to get in a unit of 5 cold ones. I don't remember how many skinks come in a battalion but if you can a unit of 10 line skinks and a unit of 10 skirmishers would be awesome. Place the line skinks in front of the saurus blocks which should be centered in the middle with a salamander on one side and the Cold Ones (if you have them) on the other. The salamander will cause utter havok in his ranks so try and go for his big blocks and watch him fail panic tests. Try to hammer and anvil his units with your saurus and cold ones (if you've got them). I'd stay away from the skink chiefs since about the only good they'll do is against goblins and you really don't have the skrox units with which to take them on. Go cheap with your skinks, minimum units and small if you can.
based on my experience, 5 cold one cavalry are too few (especially against big units, which are common in O&G) and more than 5 are too expensive. I would also be careful about placing the skinks in front of saurus, as they can get in the way when they flee from something and can cause you to take panic tests if they flee through. even with cold blooded, it goes bad sometimes...
Here's what i take: Sallie l2 skink priest 20 skirmishers 8 cold ones 20 saurus I built up from battalion, chakax, skink priest and a box of skinks and this was pretty much my 1k list doubles list with an artillery heavy gobbo army. Watch out for doom divers 90pts that will kill cold ones with ease and they can take 2
So i had trouble destroying the following: Goblin Rock Lobber Goblin Fanatics Anything i could use to quickly take down the lobber?
First suggestion add another unit of skirmished skinks to run forward and draw out those fanatics out and shoot them down! Suggestion 2 a couple small units of chamelon skinks or 1 bigger unit to shoot the doom diver to pieces! I know ur limited by ur figs so I hope that helps!
A unit of six Chameleons seems to be just about the right number of figs to take on war machines. I recently played a game and I took out a war machine nearly every turn.
In both cases my sollution is skinks. Camo-skinks make their points count every single time and with 1 group of 6-7 you will take out his warmachines within the first couple of turns. Whenever I face a goblin army I also place 1 unit of camoskinks (the smaller the better) close to his night-goblins. Move within 8" and preferably on the other side of one of his units (when they stand ranked upp close to eachother you can often sneek 5 cam-skinks in on the other side of an ork unit (1:st and best senario) or a forest (2:nd and still very effective senario) and still be within 8" on the first round). Watch him swear when the fanatics are released with no enemy to attack in the first senario and with only 60 points of skinks to fly through a forest (dangerous for fanatics) against in the other senario. 90 poinsts of fanatics circling his side of the field is more of a danger to him in many cases and they wont get any nice big blocks to smash to pieces. Good luck with your fights against the filthy greenskins. Ps. If you dont have the points or the models for camo skinks just put regular skinks 11,5" from the table edge and march as fast as you can in his direction. Works allmost as well.
Damn didn't see that last post! We had a game made it to my turn 5 before it was over! The ballistics are hard to get in on and there magic fairly strong, (at one point he rolled an irresistible force attacking all of his own units). I'm not sure how to play my salamander as its still yet to get into a position to fire anything? And of course the fanatics did mass's of damage. Units of the game were both my Temple guard (didn't do much damage but stood through a lot) Skinks w/javalins did a fair bit of damage, and the old blood taking down almost everything it attacked! Oh and i Lost