My Arch nemesis (lets call him Mr. Cheese for short) is building a HE army based around 2 possibly even 3 dragons. I didnt see much more than 2 dragons and a bunch of spearmen. But hes been talking about silverhealms aswell. Im about to Start a Lizardmen army with the soul purpose of beating him to a bloody pulp. What do i get and what works well? I was thinking of starting out with: Battalion Saurus regiment Stegadon Chameleons Is it a solid start and where do i go from here?
silverhelms aren't that dangerous really, be happy its not dragon princes. also, be sure to sugest him to bring a wizard with lore of beasts and the "choose your own spell" item so he can cast transformation of kadon for another dragon. i have no ideea how to beat high elves, never faced them before, bur probably masses of saurus for the core units and skinks for elite (low armour save units) should work.
I'm really sorry to ask a stupid question, but I've not been able to get the army book or new rulebook yet, getting those on Monday; but, what do the blowpipes do exactly?? I'm having my first game in a few days, against some Dwarfs then Dark Elves, who has a War Hyrda or two, so this thread will give me some insight to fight big creatures as well.
More skink skirmishers! The skirmishers use poisoned attacks with their blowpipes/javelins. I prefer blowpipes because of the multishots. Poisoned attacks occur when you roll a 6 when rolling for To Hit. Poisoned hits like that skip the To Wound phase and go straight to any saves. So basically you're skipping the bit where you have to roll the Str of the blowpipe (3) to the dragon's Toughness (6?). Thats a whole lot of sixes you dont have to roll before actually wounding it. Its effective against high Toughness monsters such as the dragons. Having 3 units of 10 skirmishers hit it with double shots and Poisoned Attacks can be very nasty indeed. Hope this helps!
HE dragons usually have a 3+ save, so you're gonna need lots of skinks to kill them before CC. also, hydra has a 4+ save and regen so satistically 75% of the 6's you roll to hit will be discarded, carefull with that, as hydras get into combat much faster aswell.
Lizards aren't really equipped to take on big flying nasties imo. Skinks/anything ranged to take a couple of wounds off, then most people usually get scared of charging in. also, how is he getting 2-3 dragons in to 2500? unless most of them are the rubbishy dragons, in which case i wouldnt worry as they are fairly poor in attack and even easier to kill.
2-3 sun dragons aren't really a joke if you add an army besides them. and since dragons can only be lords and heroes you've go a t least half a HE army to worry about beside dragons. depending on their save you could go for lore of metal and just brun the dragons alive and turn the characters into gold on a 5+
Hey friends, great tips really, thanks a ton for taking time to be so helpful. After hearing all that, it's pretty cool to have that ability, but also horrifying that Dragons and Hydra's are that resilient...is there any chance of killing them once they reach my Saurus or Guard units?? Or, are big nasty, high toughness badies our bane?? I apologize if I'm taking this off-topic, I can move it if need be. Thanks again!
i have had some success against hight toughness monsters with my steadfast skrox units, the krox actually have the str to cause wounds and negate a large proportion of the armour save. a lot of dead skinks though but steadfast keeps them in cc
If you're worried about Hydra's (which you should be if you face Dark Elves a lot) you can take the Banner of Eternal Flame on your temple guard or a small unit of Cold One Cav or a Scar Vet with Burning Blade of Chotec. Flaming attacks remove regen for the entire round, which means if your Scar Vet does a wound the rest of his units attacks can't be stopped by regen. As far as dragons go, they just aren't as scary as they used to be. They can't break ranks, they can only use their breath weapons once per game, and if they hit you in the flank you can reform the next round to face them. Soften them up with blow pipes or javelins (skinks or an ancient steg), then finish them off with your choice of ranked infantry. You can also have fun with a couple of lvl 2 skink priests, heavens magic attribute (d6 str 4 hits to fliers in addition to the spells normal effects) is nice, especially on Urannon's Thunderbolt. At 2500 the worst you're looking at one tooled out prince on a star dragon and a dragon mage-- and those two models will take up 43% of his army.
i really like this idea. plus they're fast enough that it will be hard for even dragons to dodge. magic sounds good too, if they're putting all those points into dragons, chances are they'll have poor anti-magic. watch out for thier armour of immunity to fire though.
Used properly they are terrifying still. Hit a unit on the flank/rear when you charge a unit on the front for total domination. Stompy attacks, 2d6 s4 breath weapon hits, flank/rear bonus, plus the basic attacks. Bye bye to just about any unit in the game.
You have to drop the unit down to below 5 models before they lose steadfast. Breath weapon only works once per game. Reform to face the dragon. Any S wounds on a 6.