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What is a good tactic against the lizard men in a 750 point battle?
12 dwarf warriors
prospector with steam drill
Rune of forging
oops... just relised should i have put this thread in the armies place??
Last edited by LULAcK; May 3rd, 2010 at 09:13.
Lizardmen are going to go one of two ways at under 2000pts, either heavy saurus block units or specialised units like terradons and salamanders. either way skink skirmishers are going to be a problem for you so the first thing you should look into is an organ gun.
The organ gun is great because you dont need to roll to hit, so your opponent can have skirmishing chameleonskinks at long range in cover for a -4 to your BS and it wont even matter. At strength 5 its great for thinning out any type of unit you can think of. its one weaknes compared to other warmachines is its range being limited to 24". the best tactic to deal with this however is to place it next to a unit of thunderers, (also 24" range) and fire the thundrers first, this will alow you to see if the organ gun is in range.
Drop comand on thunderers, its a waste of points which should be spent on boosting the number of warriors you have in the unit. if anything buy the thunderers shields so they have a 5+ save at range and 4+ in combat.
Thane drop the handgun. buy rune of stone and rune of cleaving for a total of 92pts
The Slayer you can get away without any runes realy, just be sure to keep him hidden as he wont be able to join any units, then let him jump into combat where he's needed.
Miners, once again get rid of command. if its a matter models then just say they dont have banners etc. against lizardmen i would be reserved against having them mine onto the board and instead just set them up with your other troops or drop them for somthing more useful all together like another unit of thunderers/quarrelers/ more warriors. even maybe a small unit of 10 slayers for your dragon slayer to sit in if you just like the idea.
Cannon i could leave out. at least drop the rune of forging for rune of reloading for a total of 100pts, maybe add an enginner with brace of pistols if you have the points. hope this helps a little.
thane, master rune of gromril, GW: 94 pts.
Or if you know he used saurus heroes ( saurus-scar veterans ), which seems more than likely unless he went magic heavy, try using the rune of might:
thane, rune of stone, shield, rune of cleaving, rune of might. 117.
Read what it does, and you will like it. toughness 5 opponents are powerless, read my signature.
Actually the rune of forging is a must for a cannon, you shouldn't leave home without it, because your cannon will be virtually safe from misfires, and none of your cannonballs will get stuck on the second roll/the bounce either. Rune of reloading is more of a secondary concern.
thunderers indeed need shields. With shields they are actually viable in combat, without they are 6+ save nubs.
Organ gun rocks nomatter who you face. My regular opponents have at least once faced it's full devastating power and the psychological effect that grants is undeniable. They want to get it down as soon as possible and might denote their entire missile power to killing the crew, and will keep their elite units away from it.
And rolling a 10 on hits is hilarious.