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Greetings Lizardmen players,
I have a friend who plays lizardmen and has had tremendous success with them...in fact he is unbeaten.
I would like to beat him if only to keep him humble.
We will begin by playing 500pt games using standard rules : min one hero and 2 troop choices.
I will be fielding standard units such as 20 Skeletons w/spears and 20 Zombies with a mix bag vampire leading the skeletons.
What can I expect to see from the lizardmen player in regards to 500pts. and what advice would you give a rellatively new player in order to beat them, as I really don't know what I'll be facing.
All I know is Saurus Warriors are scary but I'm pretty sure my Vampire can kill any hero he comes up with in a challenge.
What might your 500 pt army hero/heros look like.
Thanks for the help
Well, any 500 point force will lack magical defense. Generally a Lizardmen 500 point list will have a Scar Vet hero, at least one Saurus Warrior unit, some skink skirmishers and then a special or rare choice (Stegadon, Kroxigors or Cold One riders most likely).
I would suggest you build your Vampire to avoid combat. A Vampire hero is very vulnerable unless you shove ALOT of points into defensive items. Also, the Scar Vet will easliy outclass the Vampire in combat no matter what the Vampire has (the Scar Vet has -1 WS, but has +1 T and +1 A and probably better armour).
I would suggest you bring a Vampire with Black Periapt, Helm of Commandment, Summon Ghouls/Lord of the Dead and Dark Acolyte. Then get several units of ghouls/skeletons (all of the same type) for him to perma raise. I would also suggest trying to work in some ethereal units if you can, the Lizardmen player will have at most one model that can harm them (his Scar Vet).
Here is my suggested list:
Vampire - Black Periapt, Helm of Commandment, Summon Ghouls, Dark Acolyte
Ghouls - 10
Ghouls - 10
Carn Wraiths - 3 Wraiths
That gives you 5 potential casts of IoN per turn. The 2 units of Ghouls should be 20 large be the time combat is reached (as long as you hold your forces back). If a magic weapon armed Scar Vet gets to your Wraiths, chuck the Helm of Commandment on them and try to win with outnumbering (auto breaking the Scar Vet).
Last edited by kroxigor01; June 14th, 2009 at 08:21.
Kroxigor's looks like a powerful list for 500 points. Probably the only thing you would have to worry about would be a stegadon, if you face one at 500 points you are in trouble though.. You cannot rely on it being there so you shouldn't try to take something with the sole purpose of destroying one. Wraiths should actually do well to drag down a steg since it won't be able to hurt them, if there is a character on the steg make sure to get behind it so it can't charge you and focus your attacks on the character first in case of magic. An engine of the gods... Well, you would have to really really make sure you got the priest dead in the first turn, and get into combat with dance so you start further away, burning alignment will eat you.
I have said a lot about the steg because that is really all I would be worried about at 500 points, especially if you have a vampire raising plenty of ghouls.
2. You're taking skeletons. Ghouls are the best core unit in the game. All of a sudden his saurus will have to charge (limiting their attacks to half) or be charged (11 poison attacks coming) you can bring yours back, he has to hit you on 4's and in futher combats, you'll out initiative him. Odds are, his saurus will be neutralized by a cheaper, fear causing ITP unit. A corpse cart will eat his lunch. anything ethereal will destroy him. I could go on and on.