7th Ed. Lizardmen versus Dwarves help...

Discussion in 'Lizardmen Tactics' started by The Lybithian, Oct 18, 2009.

  1. The Lybithian
    Chameleon Skink

    The Lybithian New Member

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    Well today I played a game of Lizards verus Dwarfies.
    I barely tied it. Need some advice.

    My list was somewhat like this,

    Saurus Scar Veteran
    Carnosur shield that gives Frenzy
    ASF Sword

    Skink Chief
    Cloak of feathers
    Sword of might

    Skink Priest
    Level 2
    EOtG
    Banner of the Sun or W/E the -1 or -2 to hit from 12 inches away.

    Saurus Warriors
    FC

    Temple Guard
    FC

    2 Units of 20 skink skirmishers.

    Now I used the Skink chief as my war machine hunter and got the job done fairly well but looking for something to kill his thunders as well. My Stegadon got down to one wound left and Saurus and TG got tied in combat and did their jobs. My Skinks protected them as a meatshield for the most part but got slaughtered in the process.

    Advice/Criticism/Lists/etc?
     
  2. Caneghem
    Carnasaur

    Caneghem New Member

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    What point level are you guys playing at? 1000, 1500? Point level will help us figure out what all you can take to deal with the dwarves. As a dwarf player I can give you pretty detailed advice as to how to unravel the dwarf army.

    I would not go with an EotG against dwarves, as they will have an easy time of picking off any skink character riding on a large target. You need to get some Terradons, or at the very least start proxying some Terradons. You will love them against dwarves. A unit of 4 can fly over one of his shooting lines of Thunderers and drop rocks, then turn around and pelt them with javelins. Since all dwarf shooting is move OR fire, they can't do anything about it. Just watch out for organ guns and other war machines. They can also charge into a war machine to tie it up and eventually take it out.

    I'd go with a normal stegadon with no character on it, and drop the skink chief altogether. If you are going to be fighting mostly dwarves, I wouldn't bother taking a skink priest either.

    But again, once you post the point level at which you want to play, I can make you an anti-dwarf list.
     
  3. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

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    I would split the skink skirmies into units of 10 to maximise maneouverability
     
  4. The Lybithian
    Chameleon Skink

    The Lybithian New Member

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    We were playing at 1500 points! And it'd be awesome if you could help me put together a list, since I play dwarves quite a bit. The list I made was at 1489 points but the one above is really just from memory so I'm probably off.
     
  5. Caneghem
    Carnasaur

    Caneghem New Member

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    Heroes:
    Scar-Vet - Great Weapon, Light Armor, Shield, Charm of the Jaguar Warrior
    Skink Priest - Lvl 2, Cloak of Feathers
    Skink Priest - Lvl 2, Ixti Grubs

    Core:
    Saurus Warriors x 14 - standard, spears
    Saurus Warriors x 14 - standard, spears
    Skinks x 11 - muso, kroxigor
    Skink Skirmishers x 10
    Skink Skirmishers x 10

    Special:
    Chameleon Skinks x 6
    Terradons x 4
    Stegadon

    Rare:
    Salamander x 1 - extra handler

    Run the Saurus 6 wide, the two extra in the back will be ablative wounds. If he shoots at your saurus, you will probably win the game, as there are much more important support units to shoot now. The skrox unit serves as a nice warmachine killer and flanking unit. Don't forget the Krox causes fear, so if you kill one crew the krox will auto-break them due to outnumber by a fear causer. The skirmishers are there to screen and get shot up. Chameleons are good at mucking up things early in the game, they are very resilient against ballistic skill based shooting. Have them move over in front of a bolt thrower or cannon (be sure to spread them in a line though, in case of grapeshot). If the Dwarf player has an Organ Gun (and he should at this point level), make that a priority target for your Terradons. That thing can and will obliterate whole units at a time, and does not need to roll to hit.

    The Salamander can work its way around to where it can start toasting blocks of dwarves, though keep it protected until some of the shooting has been neutralized. And of course you can figure out what to do with a stegadon easily enough, and now you won't have to worry about losing a character off the top. The steg can work its way around a flank and come in for the kill as your saurus lines close with the dwarf lines. Your Saurus character should probably deploy with the saurus blocks, and if his charm is not dispelled, he can fly out and destroy a war machine all on his own. In fact, I highly recommend leaving him line of sight to the organ gun, as a common way of protecting it is leaving it between to blocks of troops. If the charm goes off in the magic phase, that thing is as good as dead.
     

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