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I have a Lizardemn army and I am loosing to an Empire army 0-4. He used 2 great cannon and a mortar or missile volley thing. He takes out my stegadon or carnosaur in the first round, and then it goes down from there I never have enough Saurus left to take out his horde of troops once we get to close combat. I have tried Terradon's but he keeps enough troops in close to his cannons to protect and block them from getting charged for the first two or three rounds.
The last game was the closest but I had my Carnosaur taken out in the first round by the cannon's and was getting swarmed by his overwhelming numbers in the end.
I should add, he is lucky with dice , so far he has had one miss fire out of 4 games no damager just dud.
If any one has suggestions on my army or how to take down Empire please let me know.
this was my army:
Saurus Old Blood
Blade of Revered Tzunki
Aura of Quetzl
2 x Skink Priest
16 x Saurus Warrior
With Standard, Musician and Champ
20 x Saurus Warrior
With Standard, Musician and Champ
2 x 10 Skinks Blowpipes
1 x 10 Skinks Scout
3 x Terradon
2 x 4 Kroxigor
1 x 10 Chameleon skinks
either units of ten skink skirmishers w/ scout or units of 3-4 terradons.
Taste the rainbow!
(Plz don't sue)
Do you have a Slann?
Or start using his dice and see how well you roll, oh look Irresistable Force.
3. Marital Bliss 2. Military Intelligence 1. MICROSOFT WORKS
Vassal Record 1-2.
I use a 2nd gen Slann and a JSoD for a 1st or 2nd turn charge against a war machine. Take the first spell in lore of Shadow for a flight move in the magic phase which can be used as a charge.
Thanks for the advice.
I didn't know about JSoD until I started posting about the issue I'm having. it looks like JSOD is a must.
I do have a slann ( actually I could have three with the spares I have from Ebay) I used a 4th or 3ed get in the last game and was not impressed but it was also my first game with magic since getting back in the game so that didn't help. I think having a Slann would be handy.
I only ever use my Slann as a 2nd gen for sheer magic dominance.
Salamanders also own warmachines (lots of hits).
I would suggest dropping your monsters against this empire player (they will either die or be forced to hide till turn 3).
1) chameys scout 12 inches away and charge on first/second turn. (this is also how I handle skaven warp cannons, as they HAVE to flee if charged)
2) " " and shoot them
5) ward saves
6) get into combat (he can not shoot you)
When we had our first battle. I used Teradons and skink scouts and wiped out his cannons. This was the first and last time I won. Now he rings his Cannons in troops, so I would have to charge 30 odd swordsmen first before getting to the cannons, he also leaves several shooty Knights next to the cannons once close combat starts to protect then from attack later in the rounds. Since he started doing this I have been unable to use skinks scout or cam to attack the cannons because they can't get close enough. He also uses fast cavalry to hunt down my teradons who once again can't get to the cannons for troops for the first few rounds.
I just got some Salamanders (3) and will use them in the next game.
I have been reading up on how to use the Slann with the current rules(new rules for me) and realize that I was not getting the most out of him when I used him.