7th Ed. Lizards Gegen ork!

Discussion in 'Lizardmen Tactics' started by FireLordZero, Jul 10, 2009.

  1. FireLordZero
    Skink

    FireLordZero New Member

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    What is the best strategy against orks? I have a lizardmen army and i was thinking it would probably be best to focus on ranged but am not sure as I'm still a noob to warhammer
     
  2. pika82
    Saurus

    pika82 New Member

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    uhh lol ranged with lizardman that is almost impossible ( or realy lame ) but you could go magic heavy if you want and futher it is hard to give advice because you didn't write down your point limit.
     
  3. FireLordZero
    Skink

    FireLordZero New Member

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    oops sorry i'm new to the whole forum thing. the point cap is probably gonna be 1000
     
  4. pika82
    Saurus

    pika82 New Member

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    well 1000 points magic heavy is very hard against orcs and goblins because they are very cheap when it comes to priests. so your probebly better off with close combat. but if you realy want to fight on a distance take an engine of the gods for sure with a lvl 2 priest on it and a skink on foot also lvl 2. that's probably the best u can do since you won't have much more points to use.

    anyway good luck. :D
     
  5. Eagleblaze
    Temple Guard

    Eagleblaze New Member

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    They will go en-masse with their troops so the odds are that you are going to get stuck in combat fairly quickly.

    Saurus excell at close combat so that's not such a problem, the problem comes when you start getting flanked and outnumbered.

    In a 1000 point game, magic will not play a big role so I propose the complete opposite to the above post (sorry Pika). Don't spread your strengths, focus them, go for total close combat dominance.
    Buff out 2 saurus squads with spears. Take 2 scar vets if possible, a cold one mount will help as the fear causing will be an added bonus however it is not vital.

    A good idea would be some cold one cavalry, slam into those wide flanks of gobbo's and tear them up.

    However, a golden egg in games against O&G, IMO, is their low leadership. Salamanders are a blessing here. Their ability to induce panic is a wondeful way of clearing out massive units of gobbo's that, while not being a direct threat to your units in terms of combat prowess, will bog units down and can be used to begate rank bonuses by flanking, or pinning while another unit flanks.

    So to cap off, a strong CC core, salamanders are a must, scar vets if possible, and any remaining points, throw into units to skink skirmishers that can be used to draw out any fanatics, threaten flanks, pepper the enemy with their poison and just generally get in your opponents way.

    -Eagle-
     
  6. pika82
    Saurus

    pika82 New Member

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    no need to say sorry eagle i didn't say he needed to play magic he wanted to fight at range so i gave him the advice he asked for and ur right about the close combat ( so firelord if your still active listen to him ) and about the salamanders it's sounds good and everyone here says it is but i never broke a unit with maybe it's just my bad luck but i REALY HATE salamanders but you should kniow it for yourself
     
  7. FireLordZero
    Skink

    FireLordZero New Member

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    yeah i think that's what i'll do
     
  8. Sashu
    Skink

    Sashu New Member

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    As one of the other posters pointed out Orcs and Goblins have low leadership. For this reason it might be worth taking one stegadon. The terror causing aspect of it can cause havoc in an orc and goblin army. Run it up to as many goblin units as possible and force his army to take as many terror tests as possible.
     
  9. Putros
    Skink

    Putros New Member

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    I think its fun going in for a good fight with the greenskins, so i almost allways skip my stegadon in smaller fights. however i like to bring fear causers just for the heck of it. Skinks with kroxigors are actually really good against orcs because both sides will be at their best in the first round, and the skinks will have the charge. Also they cause fear wich can randomly stop a flank if you end up in combat for a longer period of time etc etc.

    Lots of things to do against orcs and goblins, and id say, just enjoy it :)
     
  10. Carlo Marx
    Cold One

    Carlo Marx New Member

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    Against O&G Terridons area god send, a unit of 4 can easily take out his fast Wolf Riders by droppibng rocks on em and pincushioning the last one with their javelins.

    Salamanders are ok given the panic test and all, but @ str 3 they wound on a 5+ unless your going for Gobos. I might take one.

    Razordons on the other hand work wonders holding a flank, everything will shy away from them since on average you'll be rolling 42 shots with a stand and shoot (w/3 razordons) which equals out to 10.5 wounds, that's a whole two ranks of combat res before CC.

    For a core choice I' suggest two big blocks of Saurus, one with spears and one without (because of points limitations). And if can squeeze them in 2 units of skirmishers.


    My favorite set up in 1ks for heroes as a scar-vet and 2 to 3 mages. but that was last edition when we got to field mostly skinks....


    The only thing i'm missing is a heavy flanker so it might be advantageous to drop a saurus block for Cold Ones.
     
  11. Barotok
    Terradon

    Barotok New Member

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    I may be misunderstanding what you posted. However, wounds from stand and shoot reactions never count towards combat resolution, ever. There is no place that says they do in the razordon rules and no other place states this if you look in your rulebook. A stand and shoot reaction can cause a panic test if you kill 25% of the unit (10 wounds sounds like there is a good chance at that), causing the charge to be aborted and the unit to flee instead of charging.
     
  12. Carlo Marx
    Cold One

    Carlo Marx New Member

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    Hmm, well that's how I was taught, guess they got it wrong.oh, well. 10.5 kills is still way over 25% casualties.
     
  13. snowywlf
    Cold One

    snowywlf New Member

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    Carlo, you'll find some pretty strong negative opinion of Razordons here. Mainly because of the math.

    This is actually incorrect. Each roll for shots that a Razordon takes (one artillary die) gives an average of 6 shots, assuming they don't miss. A Stand and Shoot is 2 rolls for 12 shots average. 3 Razordons = 36 shots average. Now factor in the 30.6% Stand and Shoot misfire rate and you have an average of 25 shots to roll for from a unit of 3 Razordons performing a Stand and Shoot. Average mount of shots per normal shooting attack from a unit of 3 Razordons is 15.

    Does this make Razordons a worthless unit that no-one should ever take? Absolutely not. If the stars align perfectly, you can get some amazing results from a unit of Razordons.

    But if you are really struggling for kills, you can usually get better results from a Salamander. The longer potential range, auto hits, -3 Armor Save, Flaming and Panic test will tend to do more for you than 0-10 attacks with a BS 3 and Strength 4 with a net -1 Armor modification.

    Even a unit of Skink Skirmishers will give you a guaranteed 20 Poisoned attacks (better than even the best a single Razordon can hope for. Honestly Razordons really *should* have poisoned attacks) during a Stand and Shoot. They are also cheaper and more maneuverable (although also squishier).

    225 pts for 3 Razordons (not including the 15 pts for extra handlers) can be spent elsewhere to better effect in my opinion. Take an extra Stegadon (only 235 pts) or Ancient Stegadon for nearly the same points. They get ranged weapons as well, tons of survivability and of course enough special abilities to choke a Cold One.

    Even a single Razordon at 75 pts is outperformed by a 70 pt Skink Skirmisher squad.
     

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