8th Ed. Upcoming: My first LM game... Against Dwarves.

Discussion in 'Lizardmen Tactics' started by Jediknight620, Jun 15, 2012.

  1. Jediknight620
    Skink

    Jediknight620 New Member

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    Monday is my first game with LM ( :D ). It'll be a 2500 point match against dwarves with an anvil of doom. I've read through the dwarf tactica a couple times and I was hoping for a bit of advice from the (scar) veteran players. Here is what I was looking to bring:

    I wanted a strong magic presence so:
    x1 Slann with Life or Light

    x1 or 2 Skink Priests (Heavens pew pew, possible comet where he's bunkered)

    x1 Scar Vet for my TG/Slann unit

    x25 or 30 TG

    x20 x 25 SW w/Halb & Shield

    x2 Salamaders

    x2 Cham Skink units for warmachine hunting
    (I'm sorta unsure of how many to bring per unit)

    Either x2 Steggies or x0 Steggies
    (I'd really love to try these things out because they seem super fun, although I'm sorta worried about the cannon multiwound fate that my hellcannon has suffered many a time)

    His list is usually comprised of the following (from what I can remember):
    Anvil of Doom (extra dispel dice generation)

    x2 Grudge Throwers

    x1 Cannon

    x1 Organ Gun

    x40 Warriors w/GW

    x14 Thunderers

    x18ish Longbeards

    x1 Gyrocopter

    Like I said above, I was just hoping to get some advice considering I haven't done anything but read about LM.

    Thanks a ton! :smug:
     
  2. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    you wrote halb and shield for the Saurus, I assume you meant hand weapons.

    I would go with a single skink priest, not two unless you want to give one the forbidden rod, but even then one skink priest will suffice if you don't activate the rod till after the skink priest kills the gyrocopter (Heavens lore attribute). I would also recomend sticking your skink priest in a Skroxigor block or Skirmisher units for protection. Try reading the Skink Priest Tactica for ideas on how to utilize them if that's a direction you want to take.

    Scar Veterans are nice, but not vital, if you find yourself low on points drop the Scar Veteran, otherwise keep him in.

    I'd put an Iron Curse Icon with the Slann or Temple Guard champion if you are expecting two grudge throwers.

    I would recommend taking Life if you want to play with Stegadons (keep the Slann nearby to heal them with the Lore attribute) or Light if you take the Stegadons (and use the points freed up by the Stegadons to buy more infantry). If you are only expecting one cannon, stegadons are less of a liability than usual.

    I would recomend three groups of Chamo skinks or two groups and a terradon unit. Unless you get a lucky misifre, expect to lose one group of war machine hunters to the organ gun.

    There are no flaws with your projected list. When in doubt go with your first instinct and experiment for your first few LM games till you grow into a playing style.
     
  3. nzkoston
    Skink

    nzkoston New Member

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    This would be a nice opportunity to try Tetto'eko (hes the heavens skink mage right?). Heavens is great against these shooty armies. A lot of Dwarfs are reluctant to move out of their bunkers, and a good comet starts to make them think about it. Lore of light could be good to move up on them quicker with the spell that doubles your movement. But i really think you'll like heavens against dwarfs. Especially if they're silly enough to clump all their war machines in a corner together.

    Use skink skirmishers are meat sheilds to pave the way for your Saurus. Personally i think TG are a bit expensive and prefer to make my Slann ethereal (with the discipline) and run him solo. With the savings from not taking TG you can take more Saurus and some Chamo skinks.
     
  4. walkertexasranger
    Skink

    walkertexasranger New Member

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    I'd just up the chamo skinks......another unit would be invaluable for picking on warmachines.
     
  5. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    Most dwarven artillery is magical, so ethereal would only help you versus his missle troops. Against dwarfs solo Slann are usually better off with the Divine Plaque of Protection instead.
     
  6. Jediknight620
    Skink

    Jediknight620 New Member

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    Well turns out my buddy decided to change his mind at the last minute and wanted to play an Ogre list with THREE STONEHORNS instead...

    Needless to say, it was quite interesting. Poison was marvelous and killed off his mounted hunter before it even saw combat and most of my magic phases were successful. We're going to get another game in this week and it'll probably be against dwarves, so I'll let you guys know how that one goes. :)

    Also, would EoTG be something to consider against Derfs or Ogres? It seems like a load of fun.
     
  7. T`hinker`er
    Salamander

    T`hinker`er Active Member

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    I would think that against the Dwarfs a Chief with the cloak of feathers, tooled up to kill warmachine crew, would be a good option, and would cost about the same as a unit of Chameleons.
     
  8. Jediknight620
    Skink

    Jediknight620 New Member

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    I know the cloak of feathers give him the ability to fly, but what else would be considered "tooled up to hunt warmachines" with only 25 more points in magic items?

    Also, wouldn't he be prone to getting blasted since he's a lone skink?
     
  9. T`hinker`er
    Salamander

    T`hinker`er Active Member

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    I'd be willing to try him with light armor, luckstone and charmed shield - for defense against a warmachine crew this should keep him alive for a couple rounds, and arm him with a sword of striking. He'll come in at 107 points, and can charge out of a unit of skink skirmishers so he can't be picked out before he charges. His job is to eliminate a warmachine of roughly equal value, keeping a Steggadon or something else safe from cannon balls, etc. There may be other combos that are better, but this is my version of the flying skink o' death :)

    Of course the charmed shield may be more useful on a mounted scar vet if you are running one solo, but most opponents I play against are on to this and direct some bowfire towards my scar vet before the cannon balls are fired at him.

    Question - does anyone know if you still get your 6+ ward save with charmed shield and hand weapon fighting to the front? Armybuilder does not seem to give you one. Thanks.
     
  10. Jediknight620
    Skink

    Jediknight620 New Member

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    Interesting concept for the kamikaze skink. I like it! :)

    Also, anything thats not cavalry (minus Ogre Mournfang cav) gets a 6+ parry when equipped with hw+shield on a normal attack. No parry save for stomps or an impact hits.
     
  11. T`hinker`er
    Salamander

    T`hinker`er Active Member

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    Yeah I know, but is the Charmed Shield still a shield once the charm wears off? We always treated it as such, but the Armybuilder(R) program has me doubting...I am not up on all the latest GW FAQs...
     
  12. Jediknight620
    Skink

    Jediknight620 New Member

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    Ayup. Even after its effect has been used, it still remains as a shield. Although if someone has a character with an item that negates magic items, then you no longer benefit from the effect.
     
  13. T`hinker`er
    Salamander

    T`hinker`er Active Member

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    Shouldn't be a problem if you use this guy to take out Dwarf warmachines.
     
  14. Jediknight620
    Skink

    Jediknight620 New Member

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    Also just to clarify, the skink chief can charge from the unit of skirmishers but the skirmishers cannot charge that same round, correct?
     
  15. Wiggus
    Saurus

    Wiggus New Member

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    No magic shield allows a parry save im afraid.
     

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