7th Ed. mordheim

Discussion in 'Lizardmen Tactics' started by DonkeyHotep, Mar 7, 2009.

  1. DonkeyHotep
    Temple Guard

    DonkeyHotep New Member

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    Lately I have been playing a great deal of Mordheim, and already "won" a 1v1 campaign against a beastman player. (which makes up for my savage defeat in a 1v1 warbands campaign)

    The rules for mordheim lizardmen are available on Mordheimer, and the Mordheim rules are free on GWs website.

    Nobody in my current play group bothers using hiding rules, stealth, or most forms of tactics, since the group consists of 2 beastmen players, a possessed player, a carnival of chaos player, and an orc army that has some really, really scary crossbowmen. We also tend to play our games in one retardedly huge free for all, and if you route then the game continues until one person hasn't or the objective is filled. Thus far I have won both games quite handily....

    Uses for lizardmen can certainly be told here, but most unusually the play group has largely saddled me with the responsibility (and privilege) of building all the terrain. A crate of popsicle sticks and some glue later I have some pretty decent buildings, with inner stair cases, rope bridges, and multiple stories, but here's the question. In order to give the lizardmen the best advantage (since with all this chaos I am to some degree the home team) how should I construct the terrain?
     
  2. lupercal
    Kroxigor

    lupercal New Member

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    don't play mordheim but if they are similar to WFB lizzies then make some town center fountains and a bridge with a river going through town and use our aquatic rule to max effect
     
  3. kroxigor01
    Ripperdactil

    kroxigor01 Member

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    Make few high buildings that can be sat on top of and shot from. Lizardmen can't use them effectively (skinks have short ranged shooting) and Lizardmen struggle to oust people from them (Saurus low initiative means fighting up ladders and things is a pain, as if you get knocked down you'll be falling all the way to the ground).

    Make sure initiative tests are not needed to get to important places (big causeways and roofs) so Saurus can get there, but make sure there are lots of small ledges and chimneys (1" by 1", enough to fit a weirdstone counter but not to fit more then 1 elven archer) with escape routes (cover under them) so you can go mad grabbing wierdstone with skinks.
     
  4. DonkeyHotep
    Temple Guard

    DonkeyHotep New Member

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    The advice was okay, I built a great number of large buildings just to get the architecture out of my system, built many rope bridges and then used the heroscape tiles with some flocking to make a cave, a waterfall, and various cliffs.

    I found that a tall tree is helpful in the event that you can crossbow proficiency. Lizardmen are quite good at many of the missions, and the versatility they have in fantasy battle extends doubly into mordheim. A great number of gimicky chaos armies have ZERO ranged ability, and a nominal movement speed of 4 or less. The lizardmen can also play attrition very well, just by refusing to route, many players will simply choose to route if you put a Kroxigor in a threatening position, and lizardmen rarely fail leadership checks anyway, especially if your skink priest has fallen and a Saurus is leading.
     
  5. iamtired14
    Skink

    iamtired14 New Member

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    is morheim like 40k epic?
     
  6. Xipe-Topec
    Jungle Swarm

    Xipe-Topec New Member

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    Nah, it's more like Necromunda.
     
  7. diablarist
    Skink

    diablarist New Member

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    you want to bild the terrain to help you win? sorry man, but thats low :(
     
  8. iamtired14
    Skink

    iamtired14 New Member

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    which is like smaller games, right? like 5-10 man armies? or is that something else.... too many games out there.
     

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