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I have been playing with the Dark Elves a few times, and I have a decent army of about 5000 points.
My main opponent seem to be the Lizardmen, I have problems killing the slann since he is constantly proteted by the temple guards, always kept far from the battlefield, their magic is insane and the troops T and S is distubingly good etc.
Good tactics, recommendations of lords, wise options of magic items, magic lores etc. would be highly appreciated!
Have you tried this?:
Dreadlord w Crimson Death, Ring of Hotek, Pendant of Khaeleth, Null Talisman, HA, Sh, SDC, Cold One
Master w Hydra Banner, Lance, HA, Sh, SDC, Cold One
Leading 10 Cold one Knights w full command
If you use a calculator you will see that this unit will cause (on avarage): 11,97 wounds when charging the temple guard (if they use hw-sh combo) - more than enough to autobreak them from fear. (if you want to get REALLY nasty put a hydra on each side of the Cold One unit to look after them)
Lizardmen lack in terms of antiarmour options, so Cold one Knights could be a way to go. Ring of Hotek also REALLY hurts magic heavy armies at 3-4k, because of the sheer number of dices used in each phase.
the problem with that is getting to the slann in the first place though. As he says (and if I were using the LizardMen vs the DE), I would keep the Slann and temple gaurd close enough to my lines to protect and be part of the advance but far enough to be protected by the other things in the army list.
In theory, your absolute best unit killing LORD character on a Black Dragon hitting the Slann/Temple Gaurd unit at the same time with the largest mob of Harpies ever to take the skies, and perhaps in conjunction with another DE character on a Dark Pegasus might be able to whittle the Temple Gaurd down enough to overcome his unit strength.
1. There's a couple of problems with your suggestion. If you don't mind stupidity, then yeah, that will hit hard when it gets to charge (beast cowers anyone? from a slann) You can't autobreak an ItP unit (templeguard with slann are ItP and get a 2+ save with Hw&S)
10 strong CoK is a lot of points putting yourself at the same disadvantage as he is in. Low body count. I'd rather have 2 units of cold one knights or Black Guard or Shades or Rpt crossbows or what have you than 1 big point sink.
2. Ring of Hotek is allright, but not a killall. If the enemy only rolls 2 dice for most of his spells, and occasionally 3 dice, ring of hotek may not do anything to his magic. Especially since he can backlash a miscast onto your casters. Nothing is substitute to dispel dice and scrolls and most of all, killing the supporting engines or skink priests.
3. LM have plenty of anti armor options. There are at least half a dozen no armor save spells that the skink priests and slann can get, not to mention salamanders -3 to armorsave and loads of str6 impact hits, attacks and of course, burning alignment.
Black dragon isn't too bad except he's a load of points and can be beast cowered as well.
I'd prefer nobles and dreadlord on steeds or pegasus, they are faster, don't have to worry about stupidity and can kill skink units, help break saurus warriors. There are several ways to get str7 hits which are good vs Engines and the skink priests on top. Loads of repeater crossbows make mincemeat out of terradons and skinks and even whittle TG down. Really, if you can hit the supporting casters, the slann is tough, but manageable. I usually save him for the end and then swarm him with hydras, and whatever tough guys I have left in the army. If you're fast enough, you can hit the TG int he rear and allocate attacks on the slann. Once he fails some wardsaves, he dies and the TG are breakable. You need something to clear the small units off the board and the stegadons so I'd recommend fast moving, hard - hitting troops that can take it to the Engines and kill the guys on top at least.
If you're taking black guard and only plying LM, then I'd say you could probably drop the ASF banner that is normally taken and get the armor piercing banner and crimson death on champ. Once you're in combat you'll go first anyway. Cauldrons can be useful for extra attacks and killing blow. Make sure there is a bsb close by or in the unit and you've got a ItP unit with reroll hits and 3str6 AP and 8+ str4 AP hits. TG are good, but not that good. 2 turns of combat and you'll start hitting the slann. You can even give the bsb nulltalismans for MR vs the slan.
Last edited by buckero0; August 26th, 2009 at 14:47.
But it will really take some time to get the BG into the right combat, and even if you hit them by turn three, it will take to long to chop all those lizards down. 3s6 and 8s4 ap just aint gonna make a decent cut. You could put a master battle standart bearer with the BG to gain extra 3s6 attacks. It could make all the difference.
Ring of Hotek combined with two null talismans would be a good magic defence for almost any unit. Remember even with two dice he has 1/6 to miscast. With three dice its really bad, and with four its around 50/50. But I agree - it can never replace scrolls and regular dd.
In theory, a LM army should be coming after you as much as you are going after it.
With the points you are talking about, yeah, that Slann is going to be maxed out and he should have EVERYTHING in the LM army list.
But then again, so should you at that many points. I think your most kick butt CC character ever on a Black Dragon, with a HUGE unit of Harpies and with supporting hero's on black pegasi would be your best option of sweeping past his terradons and getting to this Slann and yes, it's no gaurantee, but if he is really that devastating, you may have no options.
What about two black dragons? :-)