As well as LM, I also play Tomb Kings. Now we at least have the Screaming Skull catapult for delivering some long range scary stuff into the enemy ranks. I played my first WHFB game in 15 years against my friend who was playing Empire, and was also fielding a scary amount of artillery. So, my question is this, aside from the Bolt Thrower on the Stegadon, what other option do we have in this area, or do we just rely on our magic for doing the long range damage? How would a LM army fare against a cannon, a mortar and a rocket battery?? I'd be interested in hearing your views.
Magic is our best long rang answer, although marching salamanders and scouting chameleon skinks do well also. I've gone up against a couple of gunlines in 8th, once you get stuck in combat by turn 2 or 3 they tend to fall apart.
Well, if you mean how do we deal with those things, then its with our nimble little friends the chameleon skinks. If you mean what sort of things we have to match them, then, quite frankly, there is very little. Put it this way, if you were to create a Lizardmen gunline, it wouldn't look good. Plenty of stuf that are 24" or under, but not much over that. We have javelins, salamanders, razordons, blowpipes, and that's just about it. We have such little artillery power, mainly because we have very good combat and magic options available to us. Who else can match a Slann, or stand against the might of the Saurus Warrior? Note: These are rhetorical questions. I do not want to start a big long topic on how much better certain units are than us. Chaos Warriors are a bit better, and High Elves can probably match us in the magic phase, but you get the point.
I think you guys pretty much hit the nail on the head there for me, so thanks! It's a shame that our Jungle Swarms don't have the same 'emergence' system as the TK Tomb Swarms, as they are great units that are relatively cheap and can annoyingly tie up artillery or units. Just out of curiosity, how have others fared with the Steg/bolt thrower combo?
I tried it a few days ago, and honestly, I got much better results just throwing the Stegadon into combat, and even then, I wasn't what I'd call great (I would recommend taking a pile of Saurus instead, but that's just me)
I understand that using two side-by-side as if they were a single unit works okay. I've just finished painting mine (over 35 hours) and won't be doing a second one for a while, so I'm a bit miffed. And guess what, my best buddy (who's restarting WFB with me after a 6 years of 40k only) just bought 3 cannon for his Empire army (he's not cheesy, he's really into 15th century medieval recreation and own a real arquebuse, etc...)! Phil
Well, if you have more then one, they'd probably do much better. One Steg just draws a lot of artillery fire (a job he is too expensive for) But if you have a few, that could throw the enemy off.
Overall fairly poorly, but I have had a couple of solid shots with them. One time I picked my opponent's dragon mage off of his dragon on the first turn of the game. Another time I had someone running his Slayers at me 2 by 5 wide and I took out one side of them
The bolt thrower is just a bonus, most of the time you should march or charge but sometimes shooting at a monster or a cavalry flank is worth a try. And sometimes you need to manoeuvre but don't need more than 6" move so you might as well take a shot at the best target in sight and range (don't forget the skinks not manning the bolt thrower can throw javelins in such a case )
I strongly agree. shooting the giant bow is just not worth the lost charge/march opportunity with the steg. and taking saurus instead of the steg is the better solution anyway. it's not just you