I am brand new to Lizards I just bought an army and book and I was wondering about some good Tactics VS. my common opponents anything you can add will be greatly appreciated!!! OP #1/ Beastmen ... I'm honestly not sure how to go against them as I have only Played the Beasts once OP #2/ Daemons ... I think the Slann may come in handy. How do saurus fair against bloodletters? other then that I'm not sure about them either OP#3/ Dwarfs ... My Op likes to castle and go cannon crazy Chameleon skinks to deal with these? I'm not worried about his warriors just the warmachines lol
It'll help if you know what they have in their armies. Are you making one list to play against all of them or a list for each. As well, what models do you have so I can suggest things from there?
I have 2x battalions 1x box of saurus slann chakax oldblood on foot skink chief skink priest Steggadon (not sure how to assemble this as EoTg or bolt thrower thing 12x Chameleon Skinks My opponents Switch up their lists alot but i will give you the best i can this is mainly for just fun play not tourney but we like playing tougher lists together Beastmen He usually runs a horde of bestigors a block of minos with 2x HW lots of gors and chariots shamans and a hero and bsb hero which are pretty killy them and the bestigors ate my witch elves and my corsair horde last time i played him Daemons He Usually gos heavy on Bloodletters A horde of them some Juggies Casters and Daemonettes and those fast attack ogre sized base things Dwarfs This guy is your typical Stand and shoot Dwarf player but i have never had someone do that before in a game I mean he doesn't move untill your super close. he usually has Max warmachines a huge block of longbeards with some combat rez banner lots of GW warriors Its dealing with the warmachines I worry about
The Slann, its build, and the lore you choose usually form the backbone of most Lizardmen armies. The loremaster and extra magic dice disciplines are pretty common choices with good reason, and I find that Light is very complementary for use in a Lizardmen army. Against DoC, the extra D6 magic missile spells are an added bonus, but the key is making yourself harder to hit in close combat facing the DoC and Beastmen players (and if you can get Pha's Protection off against Dwarfs, it will spare you some of the punishing warmachine fire as you move up). Even with Cold Blooded, a BSB is still important, and since the Slann can serve the role, and you'll be in trouble if you lose him anyway, it's a good choice to spend the extra points. For other heroes, a lv2 Skink Priest with the extra spell item might work well, especially against the Bloodletters if you can get the third spell to make your opponent re-roll 6's (and thus partially negate Killing Blow). Saurus are great core troops, and become very scary with Speed of Light on them. Chameleons are usually great if your opponents often have gaps in their battle lines. Salamanders and Terradons (the latter of which tends to be more situtional in my experience) are also good units, as they are capable of doing some nice damage and often serve as important distractions to allow your main blocks to advance taking less damage from magic and ranged attacks. Likewise, Skinks and Stegadons have nice potential, with Skinks being very fast with lots of poisoned shots, and Stegadons providing some intimidation (I'd be wary playing the Dwarf lists with one though). Watch out for initiative test spells from the Beastmen player if they run Shadow or Death (again, Speed fo Light works great negating this weakness if you can get it off). Like any army, just make sure to have a solid gameplan in mind against each of your opponents. Don't be afraid to try some new things out. Most of what I said is pretty general, but I hope it helps.