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I'm a new player trying to get a handle on this army and having some trouble. I've been playing some low point games verses a wood elf player who likes to run an army full of skirmishers and fast cav that cause fear (dryads and wild riders) with some eternal guard thrown in to bulk out his force and get some rank bonuses. I don't know if you guys have had any experience with this, but it is a brutal combination. He goes after my army unit by unit, focusing all his power on one place at a time, breaks it, and moves on (using skirmishers to block charges and keep me from saving my trapped comrades.) Dryads hit the front, riders slam into the flank negating rank bonuses, and when I invariably loose combat, my units auto break from the fear causers. By the time he grabs 3d6 for his fast cav to chase down my expensive saurus block I'm banging my head against the wall wondering what in the Lizardmen army (or any army for that matter!) could possibly counter this.
He's not an experienced player (he's been playing as long as me which isn't long), I think he just got very lucky and stumbled upon an awesome strategy. What do the Lizardmen have do deal with this? Saurus and not very fast and are easily flanked. Terradons are quick, but not effective enough to take on close combat specialists. Sallies have been working pretty well when I get shots off, but he's figured that out and makes a special effort to take them out or bog them down in close combat early on. Skinks drop like flies to anything. Saurus cavalry are expensive and his fast cavalry still run circles around them. The almighty JSOD is great, but he just challenges him in a dual with that damn magic item that makes me miss on all but 6's. Krox have not been working that well, but I might be using them wrong. Camo skinks aren't worth it at this point level and steggies need a charge and take my rare slot. Where's my ace in the hole? Better yet, how can I combine what I have at my disposal to take on these sneaky tree huggers? I have a feeling the trick will involve cav and some careful placement of skinks to take charges.
ok this is a bit of a mad idea but t might work get a ring of unit so he cant get your flank and stuff the middle with skinks and salimandersbut mbye at this low points you
can protect a flank and the rear with table corners like this nd use skinks outside of the box to draw them in because you dont want them to just stand thier and shoot but mabye if he is used to atactic he will try it again against this
! sallies s
! skinks a
! skinks r
Well, skink screens haven't been very effective so far. The skinks either flee from the fear causers or are ripped up in combat and break. Either way they turn tail and draw his pursuing combatants into the very unit they were screening. I mean, they basically extend his charge range. I need something that will force him into a fair fight (front vs front, none of that rank negating crap.) Any pros out there with advice? How do Lizardmen make up for mediocre mobility and almost non-existent range against fast, hard hitting opponents?
Yeah skinks will break fairly easily. What you need to remember is that an opponent charging your skinks must charge the closest one visible to him. How that helps you is that you need to make sure that when you place the skinks screening your krox, that you place one outside of the straight arc to your krox. Make him wheel so that his persuit will not take him into the krox and you are in position to charge him on the next turn.
Hope that helps.
I am right 94% of the time, why worry about the other 3%.
Salamanders will tear his Elves apart regardless of whether they are skirmishers wearing camoflaged cloaks staying as still as a stone whilst hiding at the top of a tree because salamanders don't roll to hit and their strength is the same as elves. You just need to protect them better with well positioned skinks or terradons.
Take two lvl2 skink priests and use the ranged lightning spells to nail his dryads, wounding on 4s and no ward save for them.
I think mostly it will probably be a mix of practice and experience from playing. Movement and placement of skinks to protect your valuable salamanders and the using line of sight with skink priests.