7th Ed. Unit Tactics for Lizardmen

Discussion in 'Lizardmen Tactics' started by ermac82, Jan 11, 2010.

  1. ermac82
    Skink

    ermac82 New Member

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    Hello All i am an old 4ed warhammer player that has been out of the scene for some time till now. I started collecting my lizardmen army (1st one since returning) and I was wondering some general tactics for the lizardmen. So far I have acquired the following units/characters:
    Carnosaur
    unopened steg(should i go with EotG or skink hero on steg?)
    3 kroxs (i dont see any use for putting them in skinks due to skinks T2)
    8 cold one knights(should i ever run more than 5 in a unit due to points?)
    2 razordons (should i use them as stand alone units to take on weaker units or as support to block of saurus?)
    2 salamandors(should i use them in single units or pairs?)
    2x15 saurus with spears (full kit)
    20 saurus hand weapons (full kit)
    30+ skink skirmishers

    I would really appreciate any advice on unit strengths/weaknesses, basic do and donts since i have been out of WHFB since 2000, also guidance on what is a must for an army built around a carn lead army! Thank you for your time and experience it will be used and applied to destroy all warm bloods!
     
  2. camo-skink
    Chameleon Skink

    camo-skink New Member

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    i would suggest looking at the forums faq, it has a lot of good links to tactic threads
     
  3. Sebulba
    Temple Guard

    Sebulba New Member

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    Haha, welcome back.

    If you were wondering what to get next, I would say go for some more terradons. They are awesome and just about the only think you don't have.

    If you have any skinks with javelins I would try out an 11 skink and 1 Kroxigor unit. I mean... you have the models so why not? These guys generate some decent combat res and as long as you only charge in the flank they're pretty good. Plus, for 110 (more for command) they aren't too spendy.

    Saurus, I think two blocks of 15 (or 18 in bigger games) will help you out a lot. Spears are the best, but you could probably fill the front ranks with guys that have hand weapons if you're playing WYSIWYG and just don't claim the armor save.

    EotG is more useful I think. It isn't so reliant on the charge (actually, you probably shouldn't charge with this one unless you know you'll break a unit) and gets some pretty powerful abilities (gungan bubble shield, blast attack and +1 to casting depending on which one you choose for the turn). The skink chief on the stegadon is cheaper but you're only good the turn you charge. Just watch out for artillery because these guys will go down FAST to cannons.

    I like salamanders better than razordons. You have both so you could field a pair of each of them to see how you like them. I usually just one salamander to a pack because the FAQ makes it sound like if one misfire then none of them fire... which is frustrating.

    I like 5 cold ones either naked or with FC and a scarvet with either the burning blade or the sword of might. Enchanted shield works well too.

    Good on ya for having a Carnosaur. I've always played Slann (of course, most of the time I played there was only a Slann! And he was carried around by Temple Guard!) but as soon as I get mine assembled I'm putting him on the table.

    Again, good luck and welcome back!
     
  4. Bibamus
    Bastiladon

    Bibamus New Member

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    actually an eotg charging a cavlary unit is quite powerfull. the impact hits modify their armor save to 5+ and burning alignment will take a few down aswell. i actually took a whole unit of DE CO with a master and BSB in it with just the eotg and a scar vet with CO and BBoC.
    also, the eotg can charge the flanks of about any unit. impact hits should cancell any attachs back and flank charge + kills should win the combat as it reducec teh static of the unit to 2 (considering 20 model unit so stegadon doesn't outnumber)
    just be carefull with ASF troops, your skink WILL go down fast
     
  5. ermac82
    Skink

    ermac82 New Member

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    hey all just wanted to give a quick battle report/update on my ongoing lizardmen resurgance! I had a 1500 pt encounter against the feared High Elves. I ran the following:
    Skink Priest lvl 2 on engine of the gods
    2 units 15 saurus with spears S+M
    1 unit 16 skinks S+M with 2 krox
    3 terradons
    2 razordons
    13 skink skirmishers
    5 cold ones
    no magic items/banners
    I was goin for units not characters to try to overwelm HE. My high elf friend ran the following
    2 lvl 2 mages with some cheesy magic items to basically make them lvl3 with bound spells and extra spell
    1 unit 15 sea guard S+M
    1 unit 15 spears S+M
    1 unit 10 archers
    1 unit 5 silver helms
    1 unit 10 lion guys mage in this unit
    1 unit 10 phoenix guard other mage in unit
    1 bolt thrower
    1 great eagle
    considering HE point costs he had a fair amount of units to for deployment

    to some it up i won by breaking/panicd 4 units on turn 3
    skink kroxs vs seaguard - overran
    cold ones vs phoenix guard - overran
    terradons dropped rocks on silver helms killing 2 and HE failed panic test
    Engine and razordons charge spearmen - result fleeing unit of spearmen

    What i learned and applied from ur guidance and tactics i crushed the HE intruders! I enjoyed using the 16 skink 2 krox unit...i didnt know what to expect espcially tith T2. But the biggest experienced gained was the power of the 5+ Ward save from the engine. Another important fact I leanrned was the power of the 90 pont terradon unit with the rock drops is the bomb!

    Thank you for provided a place to chat and talk tactics for all Lizardmen!
    Thanks ermac82
     
  6. Sebulba
    Temple Guard

    Sebulba New Member

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    Good deal man.

    Just a quick question on the 16 skink/2 kroxigor unit. Did you charge into the front of the sea guard or did you hit them in the flank? They seemed pretty effective. Do you remember how many of them were lost during the battle?
     
  7. ermac82
    Skink

    ermac82 New Member

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    I charged the unit of skink skirmishers in front of the skink/krox unit expecting the unit to be wiped out or break from combat. The unit was completely killed and the seaguard of 15 w S+M overran into the skink/krox unit. I wanted that to happen just so it would be one less rank of spear attacks against T2 skinks. It worked great...seaguard killed some skinks but the kroxs did enough to kill 3 elves to win combat due to the outnumbering, extra rank, and the 3 kills (vs 4 dead skinks). The ward save from the engine once again helped save the skinks from the onslaught of 15 S3 attacks hitting on 3s and wounding on 3s. Crap just remembered that skinks would have had a 5+ normal save then the ward save...im use to the no save of the skirmishers. Hope that answered ur question!
     
  8. Sebulba
    Temple Guard

    Sebulba New Member

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    whoa... maybe I don't know what sea guard do. 15 attacks from the first rank??

    They probably get ASF too, huh? I'm glad you defeated them! Everyone underestimates the combat res generated by this unit!
     
  9. Stegadeth
    Temple Guard

    Stegadeth New Member

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    I obviously do. Perhaps I should not discount it as much as I do. Maybe I should even buy some Kroxigor models and try them out. Those T2 Skinks just sound like they would drop likes flies and I know My skirmishers do whenever they get caught. I just have a hard time justifying the cost since the Krox is only one attack better than a bog-standard Saurus. Do those two extra wounds really make that much difference?
     
  10. ermac82
    Skink

    ermac82 New Member

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    This was the first time tried out a unit of Skink/Krox. I am goin to use them again when i play either today or wednesday nite again. A rematch against those High Elves and the team of ASF. Just to clarify the 15 seaguard would get 15 ASF attacks if charged and i wanted them to charge me so it would "only" be 10 attacks. Welp im off to battle!
     
  11. erians
    Razordon

    erians Active Member

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    Well it might be only 1 extra attack, but all attacks are made by great weapons. There is a huge difference between 3 S6 or 2 S4 attacks, especially agaisnt armored opponents.
     
  12. Stegadeth
    Temple Guard

    Stegadeth New Member

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    Too right. I just always worried about the combat resolution with them since they have lowish leadership and the skinks drop like flies. I'll be getting some Kroxigor models down the line to paint anyway, I'll definitely have to try them out now.
     
  13. erians
    Razordon

    erians Active Member

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    Yeah I've never tried the unit out either but have the same concerns as you (skinks dropping like flies giving up 7-8 CR). Still very cheap for a 3-4 SCR unit with several S6 attacks.
     
  14. Sebulba
    Temple Guard

    Sebulba New Member

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    It's just that... what could kill 7-8 models on a charge? Mostly heavy calvalry types or really elite infantry. Let saurus handle them. Skrox are meant to be a cheap support unit and nothing more. Use them to get a flank and generate enough combat res for another unit to win. Now, if you just so happen to match up against something you could win against, go for it. These guys are great for taking down most skirmishers.
     

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