7th Ed. Lizzie 1k points against high elves

Discussion in 'Lizardmen Army Lists' started by Pukkaman, Apr 30, 2009.

  1. Pukkaman
    Skink

    Pukkaman New Member

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    Hi guys I'm new and I just wanted to ask afew questions.

    1) What kind of list would be good against high elves since they always strike first?

    2) Are javelins or blowpipes better on skinks?

    3) Do Jungle poisons mean that a roll to hit of a 6 always hits and causes a wound reguardless of modifiers?

    4) Are stegadons viable in 1000 points games?

    Thanks :)
     
  2. Caneghem
    Carnasaur

    Caneghem New Member

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    1) Lots of shooting my friend, lots of shooting. They are T3 weaklings, and they can't ASF against javelins and blowpipes (maybe in the next HE book). Salamanders and terradons should help out lots as well, anything that can put lots of hits on target. Saurus should hold up well enough in melee, but anything lighter should hang back and shoot.

    2) I think javelins are better, but if you are running skirmishers you may decide to keep them cheaper by not upgrading to javs. I'd say take pipes on your skirmishers and javs on your cohorts, and you should definitely take some of each.

    3) No, if you would only hit your target on a 7+ or worse, then the poison won't kick in on a 6. For blowpipes, you need to remember that if you have moved and your target is long range, you should not double shoot and hit on 7+, just single shoot and poison on 6.

    4) Viable.. ehh. Funny? probably. It is lots of eggs in one basket. If your enemy won't have warmachines, it'll probably be fun for you. Face off against a cannon, not so much. For a more generalized list, I'd leave steggies at home at 1000.
     
  3. Pukkaman
    Skink

    Pukkaman New Member

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    Alright thanks for that, that brings me to my next question

    Here is a list I have fielded:

    Heroes

    Scar-Vet - 131
    Shield of maiming
    Venom of the firefly frog
    Great Weapon

    Skink Priest lvl2 - 150
    Diadem of Power
    Dispell Scroll


    Core

    14 Saurus Warriors - 190
    Spears
    Standard Bearer

    15 Saurus Warriors - 214
    Champion
    Spears
    Standard Bearer

    10 Skink Skirmishers

    10 Skink Skirmishers

    Special

    3 x Terradon riders

    Rare

    1 Salamander
    2 extra handlers


    Points - 1000

    What I was wondering was, how exactly to make the best use of the terradons? They have fared very badly the last couple of games I have played and I figured I must be doing something wrong.

    The saurus were far too slow last time, would it be better to have a couple more units of skinks and drop one saurus unit? Since the damn HEs have "always strike first" I didn't do too well in CC.

    One more thing what does ASF stand for?

    Thanks :)
     
  4. Pukkaman
    Skink

    Pukkaman New Member

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    Ah ASF = always strike first. oops :p
     
  5. Caneghem
    Carnasaur

    Caneghem New Member

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    The list first, I'd say too many points in characters. They limit the size of your army too much at 1000. You could probably first drop the caster one level and lose the diadem. 3 dice and 1 scroll is ok for 1000 points. You won't stop it all, but it'll keep you alive.

    Also you have a strange setup on your Scar-vet.. you can't use the Maiming shield with a great weapon! You actually are attacking with the shield itself for its special rule, so you would need to be holding it and not using your great weapon. If you want to gear up to fight high elves, put the enchanted shield on him and then maybe just sword of battle or biting sword. Strength 5 is all you'll need, so either try to increase number of attacks or negate armor save. High Elves are the one case where you don't want Burning Blade of Chotec, since dragon armor negates it completely. Also the shield upgrade, or possibly even the 5+ ward save, is very useful against ASF elves. Typically characters vs. rank and file can count on reducing the number of incoming attacks and surviving that way, but not against HE.

    On to the bulk of the army, you need to swap that champion out of the one unit and put in musicians to both. Ties do happen fairly often, better to not have to roll a break test when that happens.

    Throw some skink cohorts in there, just a couple blocks of 10 will do. They will hit on 4's typically, still poisoning on 6's. They are just more cheap shooting that you can use to divert the killer HE blocks. Do not charge your spear saurus into the front of healthy HE blocks, as it halves the number of attacks in your first round, and you won't be striking first anyway. If they decide to expose a flank to you, well that's a different story.

    Terradons work best at the magic number of 4, and you want to use their rocks to first take out enemy support units. Against high elves, do not ever charge them into combat, unless they have a clear run at bolt thrower crews. High elves will cut them to ribbons striking first and whatnot, so just use them for running down units, crossfire, table quarters, etc. And yeah, keep them screened from Bolt Throwers as long as possible.

    Salamander is good against HE, just remember you can only have 1 extra handler per salamander pack.
     
  6. Pukkaman
    Skink

    Pukkaman New Member

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    Heroes

    Scar-Vet(in 14-man saurus unit) - 110
    Biting blade
    Enchanted shield

    Skink Priest lvl1- 90
    Dispell Scroll


    Core

    14 Saurus Warriors - 174
    Spears
    Musician

    15 Saurus Warriors - 186
    Spears
    Musician

    10 Skinks

    10 Skinks

    10 Skink skirmishers

    10 Skink skirmishers


    Special

    4 x Terradon riders


    Rare

    1 Salamander - 80
    1 x extra handler

    Points - 1000

    How is that? Should I take out one unit of skinks and give the saurus units standards or spend more points on the scarvet?

    Also how exactly is the drop rocks rule interpreted, can you only drop rocks on units which have moved?

    Thanks :)
     
  7. strewart
    OldBlood

    strewart Well-Known Member

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    High Elves have nothing that can take down big, tough monsters. If you take a steg against him, he will be squashed at 1k. Go nuts! Also remember that impact hits go before ASF, so you can kill a bunch of them before they even get a chance to attack you.

    Salamanders will slaughter huge amounts of them, and the terradons... Use drop rocks on the best unit, unless it is Phoenix Guard, then charge bolt thrower crews.

    Your saurus units with spears should be tough enough to withstand the attacks from the elves then still hit back hard. Keep some skinks near them to shoot the HE unit and make them charge you. This will make their spearmen less effective in the first round and your spears more effective. Yes, I do mean move up to within a couple of inches of them and sit there attacking them with skinks. Their unit should block LoS to any bolt throwers well enough if your terradons haven't dealt with them.
     

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