I think the guy has: - Couple of Cannons - Couple of Hellstroms - Couple of Mortars - Low Magic - Halberdiers - Engineers - Handgunners I have: Slann Mage Priest – The Focused Rumination, Focus of Mystery, Lore of Light, Becalming Cognation, Cupped Hands, BSB, Flaming Banner Scar Vetran, Cold One, Light Armour, Charmed Shield, Dragonbane Gem, Burning Blade of Chotec, Potion of Speed 25 Saurus Warriors – Full Command, Hand weapon + Shields 10 Skink Skirmishers 10 Skink Skirmishers 10 Skink Skirmishers 20 Temple Guard, Full command, Standard of Discipline 5 Chameleon Skinks 5 Chameleon Skinks Stegadon Salamander Hunting Pack, Extra handler Salamander Hunting Pack, Extra handler This will be my first game EVER with lizardmen as I finally finished off my 2k force at christmas. Some obvious tactics I can see: - Try and draw dice most importantly to get off a 12" defense bubble with pha's protection then timewarp to try and get down the table quickly. - Chamo's, and Scar vet try to warmachine hunt and slann if the dice are spare, Salamanders Halbadier hunt. I dont really know how to work my Stegadon what he will be good to throw him into or most of the army to be honest =). Please suggest any helpful tips or tactics that are not list changes (obviously I could tailor the list with sun standard etc but the lists are fixed!)
Your first priority is to take out the cannons. Otherwise, the stegadon will never make it across the field. Cast net of amyntok on one cannon and use your chameleons to kill the other one. The net spell will make the cannon have to take a str test in order to shoot, if they fail (Empire should have a fairly low str), they take d6 str 4 hits. Make sure that you put the chameleons 12 inches away from the cannons (If you're opponent has faced chameleons before, he may deploy in a way that makes this very hard to do). Pha's protection is a great way to protect your units as well.
Actually the net compleetly shuts down the cannon as it allways fails any characteristic test aside from LD and Toughness, it's in the rules for warmachines.
Got that right, light was made to nerf warmachines, add an engine and you can have a ward save or make it easier to spamcast, seriously -1 to light values + rumination = 3-5 spells a turn.
Yeah I knew about warmachine auto failing char tests. As for the engine I know the 5+ ward bubble is fantastic but as mentioned I am not here to change the list. I think in a 2k game a slann and an engine means you cannot fit in a mounted scar vet AND its 1000 points practically of your army gone straight away which is VERY risky. I think the tooled up scar vet has more utility value over a vaster array of armys.
The Iron Curse Icon... (I think thts what it's called) gives a nice ward save against war machines for a very cheep price, so you might want to think of working it in your army somewhere...
Now my turn for help im also playing ths gunline (we are both in a tourney at vets night Hiv0r won 20-0 btw im running a slann same as hiv0r but running life and the rod that gives D6 power dice for D3 wounds (i forget the name) BSB with flaming banner scar vet with maiming shield +1 attack and I10 sword from BRB and cold one 20 TG muso standard 20 sarus HW/sheilld standard muso 20 sarus HW/sheilld standard muso x2 sallie x2 10 skink skirmishers with javs x3 terradons any suggestions kindly taken i cant change my list at all sadly also im set to play Hiv0r too so pointers there only 6 ish games to my name so still learning. it sadens me that im playing Hiv0r as id of hoped our Slann's would of consulted the lines of power and come to an agreement, sadly he must now die!
That is a great last line! If you cannot change your list, you could maybe change up the items. Also, make sure that you take the extra handlers on the salamanders because as we all know, they get hungry on the march. I would maybe drop the flaming banner and take the banner that is +1 to LD. If you still wanted the flaming banner, give it to the TG.
Oh I've taken extra handlers forgot to put that on. Are you able to change items then? I mean as long as I keep your army the same you can mix magic items? I didn't want to play hiv0r for fluff reasons but now I have too
Yea, it is the points value that matters, not the items. Double check your house rules, but you should be good.
There are no houserules its out the book the army lists have been submitted including magic items so no list tailoring can happen its fixed.