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Hi I could use a little help playing against a lizardmen army.
The lizardmen army i'm playing against have lots of skinks. He uses the skinks to run around my heavy cavalry and shooting it down, while i can't charge them. I've got silverhelms, spearmen, archers, a chariot, a bolt thrower and a great eagle and two units with shadow warriors in my army. How am I going to beat him when I can't charge them?
How is that possible?
how can the skinks suddenly be behind/flanking your entire force without you having a chance to charge?
Even tough, if you have your cavalery in the front, and then add a chariot behind/on one side of the cavalery, then it should be able to charge.
If by some odd chance this doesnt work, you will have to keep your great eagle in the back (around 12-16" from the heavy cavalery), and as soon as the skinks are flanking your cavalery (try to make these be 8" infront of your main army) you can charge them with the great eagle. If it survives you should be able to charge the no good skinks in the next turn...
-lurking in the shadows of LO.
Officially diagnosed by TekoreMelkhior, Necrarch Lord
Skinks can be Scouts and deploy behind your formations.
I know your frustrations about skinks, I have to deal with the confounded things often myself.
Fortunatly, Scouts cannot deploy within 6" of an enemy unit (except Chameoleon Skinks, they have a special rule saying they can deploy any distance from one). Thus, if you deploy in a tightly packed formation at the beginning of the game, 6" from the board edge and 12" from another unit, you're opponent will be forced to deploy his Skinks on your far flanks. To counter this, just face your Silver Helms at a 45 degree angle facing outward so that you can charge them wherever he puts them.
Hope this helps!
Also, if you know he's going to deploy that many scouts in your zone - put your guys on the backk of the deployment zone or in the corners so that he has to deploy in front of you. Give him some shadow 3d6 magic missiles or MM of another variety. The skinks are only T2.
Actually, the scouts rule in the rulebook states that they can be deployed anywhere as long as they're 10" away from the enemy and out of sight. It doesn't say anything about not being able to deploy in your opponent's zone, so technically (If I'm reading it right) they could be in the opponent's deployment zone if he left a lot of it unused. I don't know the rules for Chameleon Skinks, so I can't help there.Regular mages can't have a flying mount, Archmages can ride a great eagle.Originally Posted by DavidVC04
Thou shalt remember:
Warhammer Fantasy armies do NOT have Codices. They have Army Books.
LINK - Guitarists of LO Group
chameleon skinks, unfortunately, can deploy as close as they like, as long as still out of line of site. But thankfully they can only have 1 unit of these little fellows and theyre fairly expensive.
The easiest way to take them down, is to lure them with the knights, but keep those fast moving chariots and eagles just back so that they can charge the turn after. and like said, if you can get the odd spell off on them, all the better because they drop like flies and have a fairly low LD even with the cold blooded rule many of them will panic.
lets agree to respect each others views, no matter how wrong yours are