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Hey guys had my first game of Fantasy in a while yesturday and i got hammered.. my army looked like this:
16 saurus + 2nd gen slann
2 skinks priests (lvl2) - just realised this is illegal.. oops
6 saurus cav
1 x salamander
The enemy was Bret with summin like the following:
General - was nasty in duels (WS 10, re-rolls ro hit and wound)
20 Men at arms w/t summin that made them stubborn and gave them hatred
20 men at arms w/t paladin
5 squirs? (fast cav)
3 x 5 knights of the realm
2 x 10 bowmen
1 x treduchet
There were just to many of them.. i couldn't secure all of my flanks my slann and unit ran and got cut down (charged in the front by general + knights and flank by knights) other saurus unit was cut down by knights.. my cav were given the run around trying to flank a unit of men at arms (succeded in the end) the krox killed off a unit of knights and 2 units of men at arms with the aid of the cav but it was too little to late.
How would you have defended against this kind of force? i'm stumped
How was the deployment? I'm assuming the skinks were in groups of twelve? Maybe another salamander would have helped to even the odds against his men-at-arms? Sorry, not a lot of experience at the Lord level, so I'd need more info to give it my best shot.
Brettonians have always, and always will be a problem for lizardmen. The combination of great movement, scale shattering charges and a obsidian proof armour make them quite a challenge (as well as that blasted protection of feminine persuasion).
I would suggest investing in a JSoD and many Kroxigors (or Saurus Cavalry with Hunchi's Blessed totem). If the opposition has never played lizardmen before or plays them rarely make sure you move your Kroxigors only 8" to trick him into thinking they have short movement, then BAM! He gets hit with several tons of scaly rock (with strength 78Y) after believing they where out of charge range. You could combine this with a charge through a skink skirmisher screen to really confuse him.
It would also do you good to repost your list (in more detail) in the army list sub forum.These were not men at arms they where grail pilgrims. Did they have a big dead looking knight being carried by some of their number? If not, your opponent is cheating (or has misread his army book).20 Men at arms w/t summin that made them stubborn and gave them hatred
2nd gen Slann's melt Brettonians. Rule on Lore of metal until you get spirit of the forge, save your dice for this spell til last and laugh as you melt many knights faces'. Bane head and rule of burning iron is nice on Brett Lords.
I would take a big unit of temple guard 20 strong for the Slann, give it some great static combat res from 3 ranks, banner, army banner and war banner. Stubborn Ld8 with reroll for army banner should allow them to take the brett charge on the chin. Then have 2x 3-4 strong kroxigor units hit his knights in the side. Using a small army like this allows you to dictate where he can come at you from and the temple guard are resolute enough to stand up to a brett charge (although its best to charge them if opportunity ever arises such as skinks to the rear of their lance formations!)
Bears anger cast on a unit champion or a scar veteran is always a vicious saurus to contend with. Bretts rarely win a battle of attrition so the trick is to survive their charge.
Hope this helps.
A couple of things
First how are 2 skink priests level 2 illegal?
Second Why take a second generation Slann you realise that if he dies the enemey gets +100 for battle standard +200 for killing the second generation Slann and +100 for killing the armies general. now wont that make you fell stupid no offense if he dies due to your skink screen dying I mean 400 points is nothing to laugh at
A 4th gen slaan, 32 saurus, with a 3+save and a hero and all causing fear seem able to take anything. Take a stegadon or two and watch those lance formations diappear. Giant bows! naturally skinks get javelins and a tooled up skink hero can go a long way.
Up, up and away!
Killing my 2nd gen Slann the way I run him pretty gives me opponent the win, which is why he sits in a big block of saurus guard that cause fear with full command and a war banner plus the army battle standard. With a ld8 stubborn reroll cold blooded, its extremely rare they break. Also if you know you are going to face a shooty army such as Dwarfs then you replace Plaque of Dominion with Plaque of Protection for the improved ward. 2+ ward save, toughness 5 and 8 wounds...
The only time my Slann has actually died whilst in a saurus guard block was due to my opponent casting an irresistible pit of shades on his first turn and me subsequently failing my initiative test.
Oh and he can be seen over skink screens as he is a large target...
If you look more closely in 2000 points you can get 1 lord and 4 hero choices but only 4 characters max (this makes most armies take 1 lord and 3 heroes which is probably what lead you to believe that 3 heroes was the max). First you get the 2nd Gen Slann, you have no lord choices left, 3 hero slots left and 3 characters left. With the 3 remaining character and hero choices you get a scar vet and two skink priests.In 2000 points you can have 1 lord and 3 hero choices. A 2nd gen Slann takes a Lord slot, a hero slot and rare choice so there goes 2 of 4. Then add in his scar vet which then leaves 1 hero slot which he filled with 2 skink priests, hence illegal.I wouldn't be scared of dwarf shooting (as they have no gun that does d6 wounds unless they put a master engineer with a cannon which is rare). I would be much more scared of empire great cannons, hellcannons and warplighting cannons (all of which are easily destroyed by terradons but that's another story). I find that getting a few spells from the lore of life and hoping for the 'heal all wound' one is a good saftey measure (you'll want the plaque of tepok as well though our your wasting to much death causing ability), lets face it, the other spells in the lore of life are great anyway.Killing my 2nd gen Slann the way I run him pretty gives me opponent the win, which is why he sits in a big block of saurus guard that cause fear with full command and a war banner plus the army battle standard. With a ld8 stubborn reroll cold blooded, its extremely rare they break. Also if you know you are going to face a shooty army such as Dwarfs then you replace Plaque of Dominion with Plaque of Protection for the improved ward. 2+ ward save, toughness 5 and 8 wounds...
Aye sorry I did know that you are limited to 4 chracters at 2k points but was perhaps not clear enough, so my point is very much still valid. If you take a 2nd gen slann you can only take two more heroes as the Slann is a Lord, Hero and rare choice.
So you are wrong, the Slann takes two of your four character slots.
As for dwarfs, stone throwers inflict D6 wounds and bolt throwers can hit on 2s with str7 inflicting D3 wounds. So Dwarfs are not so easily dismissed. Dwarf stone throwers are more deadly than their cannons when used by a experienced and skilled artillery user. So scared? You should be.
The plaque of tepok is pretty much a must on 2nd gen to max the extra power dice, 6 spells and getting them all to cast is fairly easy in my experience. However I disagree on rolling on Lore of Life, do that and you are wasting your Slanns potential for game winning magic - lore of shadow, metal and fire are generally superior lores with the others having circumstantial significant uses and it is obviously dependent on your opponent.