Hi all, Seeing as I have posted without number regarding tactics and army lists for 800 point games, I thought I'd briefly share with you what happened in my games during the day. It was at Warhammer World, and the top three of six would go through to the next round. Game 1: vs. The Empire I lost this game for two very important reasons. Firstly, I was foolish enough not to dispel the Transformation of Kadon, which turned a pathetic battle wizard into... a dragon. That ended up costing me an entire Saurus unit, as well as a priest along with his skink unit. The two units of handgunners and the cannon took out the rest. Secondly, my Comet refuses to come down for 7 turns. Empire Victory. Game 2: vs. Ogre Kingdons He had ironguts, leadbelchers, and maneaters - and a firebelly. His mistake... charging Saurus in the front, only winning by one, and then getting flanked. His leadbelchers were hit with Iceshard Blizzard, so their shooting did not do much damage. Lizardmen Victory. Game 3: vs. Tomb Kings I faced 80.. yes, 80 skeleton warriors, and 20 archers, and a skull catapult, along with two tomb swarms. A skink unit locked in combat with skellies, skellies charged in the flank... grindfest. Salamander tries to charge catapult but only kills of three and gets flanked by tomb swarm. Time ran out. Draw. Our team came third - 6 wins, 2 draws, 4 losses. What you guys think?
Good job! Your team made it to the next round. Is the next round 800 points still? Or do the points go up?
No, it is still 800 points with the same rules. If you were up against an army of six wolf chariots, two mangler squigs, and 40 Night goblins with three fanatics, and three goblins shamans, what would you do?
Lose? Joking! Never faced squigs before. Chariots are onlyl good if they get the charge. I would try to avoid those at all cost. Maybe take skirmishers and out manuever them and shoot em up. Everything else is a panic check waiting to happen. Salamanders would be great here. I might even take a jungle swarm or two to pull out the fanatics at least (that was mentioned in another thread yesterday, may be a good use for them here). Goblin magic is so cheap that they can spam the goblin shamen. Diadem of power will come in handy here. Save those power dice for dispelling. Hope this helps.
Mangler squigs, they move 3D6 in whichever direction the player chooses. If they move within one inch of a unit, it suffers 2D6 strength 6 hits. Once it goes throguh a unit, it's move now scatters and is not controlled. They are toughness 6, but you can kill them by moving a unit onto them, but it'll suffer 2D6 hits as well before the squig dies. I lost because of these squigs, though it was a practice. Anyways, I think that with 3D6 impact hits at str. 4, 6 Saurus would die. Then, 4 more would die maximum from the goblin and wolf attacks. I still get 16 attacks back, 4 Wounds, I have more ranks so get steadfast, and next turn, I win out because I'd cause more wounds. However, I'd lose a whole Saurus unit in the process. Any tips vs. Undead, especially Vampires, and gunlines?
I like the Goblin army list. It has a lot of options so it's very flexible. Magic spam, dangerous tarpit, dangerous shock troop, and a decent hammer. I'd expect he'll set up with the horde in the middle and the squigs on one side and the chariots on the other. Are you using the same list as in your previous posts? 2x20 saurus, 10 skinks, 1 sally, 1 priest? Well the gobbos have a pretty tough list for that army. I'd try to roast the squigs or the chariots. Have them team up with the skirmishers for max chance of panic. Unfortunately your Sally will be opened up to a killshot from the squigs or a charge for the chariots if it doesn't work. Alternatively you can have your list split up. Have the skinks and one sarurs unit go after one flank and the other saurus with the salamander work the other flank, pincer maneuver style. Of course your priest can hopefully kill something with his magic. Comet would be awesome. I'm not too sure iceshard blizzard would be too helpful with the randomness in the gobbo list. As for the other lists, I think you'll have a problem without a fighty character against a vampire. Try not to engage any of the shambling hordes unless you get a flank charge. You'll need all the help you can get. Double teaming one unit with both your saurus would be the best way to go. You've got to make those suckers fall apart fast. Gunlines? Get your skirmishers and sally up close and personal. You can even charge them if you have to. Anything to stop the bullets from flying. Iceshard and comet (if you're lucky).
The chariots are toughness 4, and the mangler squigs are toughness 5. Salamander won't work vs. them, and the m. squigs are Immune to Pyschology. The chariots will kill 6 Saurus with Impact hits and probably another 2 with goblin and wolf attacks. The Saurus' 16 attacks back will kill 4 in return. They win, but Saurus remain steadfast. Next round, after taking two losses, the Saurus will get 14 attacks and kill off the chariots, but that a whole Saurus unit gone nearly for only 150 points gain. Vampires? Once the hexwraiths/ethereals die, skinks can distract. Saurus then counter-charge, will on static CC, and slowly whittle down the Vampire's unit. Using a fighty scar vet will use up a lot of point, unless I drop the priest but then that's bit silly, given the number of power dice I'd waste. Also, I need dispelling power, after having a seen an army with 30 pink horrors. I have a revised list, to include chameleons: Skink priest; 2 units of 18 Saurus with FC; 10 regular skinks; 5 chamo skinks; and salamander with extra handler. I could replace the chamo skinks with another unit of 12 regular skinks, split into two units of 11. Vs. the gobbo list, move the skinks onto the squigs, both'll die. Rest of the army have 36 Saurus to face. However, which list would you prefer to use in a competitive tourney?