Ok...2000 pts...my DE opponent always sets up 3 long ranks of the DE Crossbowman...each has a Level 2 Wizard attached to them (and an Assassin lurking in them too)...throw in 2 bolters in the center...a few Cold One Knights...and the nasty flying Lord Witch (whats her name Moriath or something?)...oh ya...a nice Hydra to boot... As soon as my Lizzies get into 24" range the crossbowman blot out the sun with WS 4 and -1 to armour saves - and start picking off things like its Longstreet's Assault at Gettysburg. Then the bolters start picking at the Steggies...gotta sit and take it for about 2 turns before the Lizzies can really get into things...by now the Skink Skirmisher screen is all but gone... well then the Magic commences..each wizard and the witch get to roll that nasty spell that allows for more power dice...then come the casts for Chill Wind spells (my Lizzies cant attack next turn)...countless power dice...and of course he also ends up with 9 dispell dice so a Slann is basically stalemated...the Slann can have the "free dice" Discipline but against 9 dispell dice a Slann and sidekick priest eat up so many points and are basicically nulliffied, there is nothing left after the slaughtering from the crossbowman...forget the Hydra and Assassins...I cant seem to even get any Lizzies in to get to that point... The Slann certainly was NOT the super Magic Dynamo hes cracked up tp be...I had Lore of Death but anything that was in range was washed out by all the Dispel dice he had... I love my Lizzies and have spent hours and hours working on them...thats not to love about Dinos?...but I'm so annoyed that I think I might send 'em off to e-bay land and just get back to working on my Nids or Counts...accckkkk...any thoughts? Boomer The Dejected
How does he end up with 9 dispel dice?? I certainly hope he isn't transfering the power dice created from the spell across, because any of them left over cause serious harm to the casters. If it is possible, and I somehow think it isn't, then that is crazy. DEs are very nasty, and that particular DE army seems quite powerful. To be able to give you much advice you will need to post what you used here. Don't lose heart from just one battle, DE are an army that can be balanced, but it is very easy to power them up, and as I mentioned that army looks a bit nasty. I can't remember Morathi's stats off the op of my head, but I do remember she was pretty crazy powerful for her points. Engine ward save to help against shooting? Terradons to target bolt throwers? That is about all I can say without seeing your list. Aside from try fighting a few different opponents.
they can only max out with 8 dispel dice so he has been playing you wrong there i just looked at the codex as for what to do against them i would like to see some terries and chamelons to help with their shooting since they don't get hit as easy also if he has long sticks of archers you can try and concentrate on one flank since he has to spread out to enable all of them to shoot steggis might be good for this since they will be hard for arrows to wound especially if one of them is a EotG but your friend does have a tough army so ...
Good idea, I was thinking about hitting the flanks since they will have no ranks and only one model in contact with you but I didn't consider the fact that if you hide on the flanks you will be out of LoS to a lot of the archers shooting and possibly even out of site of a bolt thrower or two. Definitely flanks are the key, but if it comes to it don't be afraid to hit the front since they have no ranks.
you also might want to use the mirrored shield in one of your units or on your slann and the cube of darkness with the d3 rerolls spell will hopefully kill one of his magic phases
The D3 re-rolls spell does not carry over into the opponents phase. However, an Engine will be a perfect solution to your cause, and if that jerk keeps throwing cheesy magic lists at you with Special Characters, do the following. Tetteko (may have spelled it wrong), Slann with 6 spells and extra di to cast, and at least one Engine. Watch your DE opponent cry when your first magic phase you activate Tetteko's ability and drop a few Uranon's Thunder Bolt's and up to 2 comets on his battery line, that'll shut em up. Comet eats up Elven Shooting lines more then anything else in the game, and with Tetteko you'll have a bunch of Irresistable forces. Also, about him, put him with a ranked skink unit and keep him in the VERY far corner AWAY from your enemy, that way he can't be engaged for a few turns or shot, because he'll die rather easily and his spells have no range for the most part, so that makes things easier. And if you're desperate, take Kroak and throw 6 dice every turn at his Highest level version of Deliverance of Itza, you're pretty much going to either Irresistable or Miscasts, and Kroak doesn't suffer from miscasts, and if the spell goes off once, that's ALOT of dead Elves. Cheers, Dalkarius
Thanks fellow scaled ones...I will ponder those ideas... yes it was 9 dispel dice somehow...I cant remember exactly what everything was but suffice to say I think I need to start studying the DE Codex myself...for what its worth we've played 3 times and the Lizzies did a bit better each time... I did use TiqTakTo (he's pricey tho) with 4 Terries which came in on turn 2 with a lucky 4 roll...and he didnt like that too much, specially when they wiped out a bolter with a bombing run...he didnt see that coming from behind...I had 2 Heavy Stegs but made the mistake of using Bolts instead of the Engine or even 2 Engines...and your right - the previous game, the Engine 5+ Ward actually saved quite a few Skinks and what not...that was one plus to the debacle The Slann (of which I use a non-GW coiled snake, painted like a Coral Snake on a homemade LED lighted palanquin- very cool) had: 1. Free Dice Discipline 2. Magic Resistance 3 3. Enemy Wizard 6's discarded 4. Slann is immune to non-magic attacks Cupped Hands to help with a miscast and a war banner etc...etc...yes the Slann is VERY nasty but I could never get to use the magic (Lore Of Death) as he'd just dispel the crud out of them...and the Slann is sooooo slow....and my little Priest wasnt even worth casting - I mostly had him for the Diadem of Power just to compete against his casts... oh yes I had the usual skink skirmisher screen, the Temple Guard,,,and well...thats about it Anyway, I have as they say, a Blackadder "devious and cunning plan" I will try one more time along with yur ideas but I can't say what it is as he...being the sinister and vile star fairy he is...likley has read this... I will let you know how it goes... Booms
if he is going to magic you to death i have one thing to say.... we are the true masters of magic....take heavens and drop a freaking comet onto his shooters nest and watch the little elves flee..... also you may want to consider sallies..... they are the bane of the low toughness elves. Apart from that uranons thunderbolt is very good against heavy armored opponents... and if you get close don't be afraid to hit him with burning alignment. Also aren't repeater crossbows only str 3? how do they do -1 to armor saves then???????????????
repeater crossbows have armor piercing so they do -1 it is not good to see all those arrows coming your way
Still with 2x multiple shot and skirmishing he needs 5s to hit and thats if he is not at long range..... saurus on the other hand will be hit easily but there high T pluss armor saves should help them..... really i don't see what the problem is with tiny bolts...... its the bolt throwers you gotta worry about.... maybe a chief on terradon and piranha blade to go mage hunting is in order?.... although the assassins may cause problems
I have played and fought DE's (played for few games) and those Repeater Crossbows are NASTY! At first I underestimated them, but with two or three units they can easily shred an entire Skink screening in one fell swoop. The Engine makes it better, but you might consider bringing faster troops like Salamanders and Cold One Riders. Oh, yeah, Salamanders = raped elves. Try them, you'll love em.
was also thinking that in going for one of the flanks you could also take a really fast army lots of cold ones and terradons with salamanders for rare slots i'm thinking a carnosaur an engine some skink skirmishers to screen and then just rush everything up one edge of the table with only three units of archers he is going to be spread so thin that you can catch one unit destroy it in combat and then proceed to the next using basic blietzkreig tactics just rush big power at their weak point (the flank) and overpower it then move on to other weaker parts and use your terradons to mess with the bolt throwers so that they can not hit your units the key to this tactic is to not let anything slow you down as stated earlier his spells don't stop you from attacking in close combat so do everything in your power to get to close combat as fast as possible you might even take a flying skink hero to throw at a war machine crew or mage and direct attacks but that would be risky on the units as assasins would kill him with ease
first off i just wanna say i know it can be tough against de there r so many mine fields to cross but against that army first off take 2 engines to with at least 3 dis scrolls and the didem of power take 1 skink shamen on foot with either the cube of darkness or i would perfer just 2 more dis scrolls all to counter the x power die if ur playn specials i would take chatax sry bout the spelling just to counter the assain prob (keep in mind i know hes way over priced and i dont like special char. but hes very effective against de) if not him then a off built sar lord and make sure u dont accept any challages and lose him then 2 units of ter one for each bolt thrower and the rest sarus and skinks keep in mind u still have to hide the stegs for a turn or 2 till the ter can take down the bolt throwers. hopefully u should be able to beat his de if combat when u get there i would go with 2 or 3 big units of sarus hope this helps
Could try this list used it against a dwarf gunline though but it worked great. Skink Priest Level 2 EOTG and Plaque of Tepok Skink Priest Level 2 Dispel Scroll x2 Skink Priest Level 2 Dispel Scroll x2 Saurus Warriors w/spears x 20 Banner, Musician Saurus Warriors w/spears x 20 Banner, Musician Saurus Warriors w/spears x 20 Banner, Musician Skink Skirmishers x 10 Skink Skirmishers x 10 Skink Skirmishers x 10 Salamanders x 2 Salamanders x 2 You could tweak the number of Saurus to more your liking I take 20 due to having to fight VC and DOC a lot and well fear sucks. Personally I am not a big fan of our Lord choices due to Slaan being just expensive all around to take and the Old Bloods are only good against troops they are not great against characters (I have to deal with a lot of ASF where I play). Hopefully your Priests can get the celestial shield spells to help mitigate the shooting and maybe get a chance for a comet or 2 to make them sweat.
I know magic and shooting can be hard sometimes..... I play against the skaven after all (although my friends cool and doesn't play SAD armylists) But shooting isn't that unbeatable..... take heavens with ur slaan and cast the ward saves with him and other skink priests using engines powers to protect every1 else and as i mentioned before.... the comet could really screw up low toughness elves.... as they wont get an armour save against it with most of their core units. The slaan mage priest can be very useful, but don't rely on him only.... as every1 keeps mentioning salamanders really screw up elves in general (exept dragon princes)... and if he uses cold-one knights... charge him with our cold one knights i believe ours are a tiny bit better (maybe cast potent of afar just incase)
I was mistaken...he had 8 Dispel dice...so my error...anyway...I wanna BELIEVE we are the Masters of Magic...but if my Snake-Mage slings the Comet he ...... well now we have a debate already... I say the max a Slann can roll is 6 dice if he has Focused Rumination...4 for his dice, plus 1 Power Dice, plus 1 Rumination Dice... my DE buddy says no, the WRB says 5 dice is the max EVER for a Lvl 4 Wizard...so which is it?...either way my main point is...even with 5 or 6 dice I might use for the Comet...he will ALWAYS sling all 7-8 Dispel dice and most likely dispel it...I usually have a Lvl 2 Priest slinking around...I guess I could then try Uranons T-bolt with 3 dice and he used all his dispel on the Slann (but I usually just use the Priest for Diadem of Power just to make my own dispel dice to keep his insane magic at bay)...so its a Catch-22...whine whine Booms
The rumination dice and in fact the power dice I think say they add above the normal restriction for the wizard, so I say he can use 6 if he wants. Remember, a roll of double 1's on a dispel roll is also a failed dispel so the chances of that happening are pretty high if he uses all 8 dice at once. Also your chances of irresistable force are good, but so to your chances of a miscast. Definitely use a spell or two from the priest to eat some dice. Focus more on making sure his spell will work than getting a powerful effect, then he can either let it go or cop it and focus on the Slann.
Well he will likely see this but here goes: 1. 2 EOTGs to give mutual 5+ Ward saves to each other and surrounding units...rolling twice for 5's for almost everyone has gotta help...plus each Priest would grant 2 dispel dice each plus 2 more with Diadem of Power, plus 2 Basic = 8 dispel dice. Plus some Scrolls and maybe the Cube of Darkness. Let the other Priest try Uranons T-Bolt on the first turn but he'll lilely dispel that like Hogans Goat. But that shud do something for the first few turns to hold off the insane Magic until I can get my hands on him.. 2. Move as fast and straight at him as I can. The Stegs would be side by side, and behind one of them (to block the Bolters) would be an Oldblood on a Carny (to go after the Hydra or Moriath) and with the Strikes First blade in case an Assassin pops up. 3. Chameleons with Oxy to start sniping, especially if I got first turn... 4. 4 Terries running up a flank to swing in and support the Chames as soon as possible 5. Skinkishers in a line in front. 2 Skink regiments on the sides of each Stegy to keep him honest and force his Hate to maybe go on a wild chase with them... and thats about the 2000 on the dot actually...the idea is to keep the Stegs together with the Oldblood and Carny... well thats basically it...I'll let you know Booms
Strewart...yur correct...it says "...can cause the Mage-Priest to roll more dice than normally allowed"...tx that helps a bit...took me 2 years to master the old codex...starting all over...grrrr Booms