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I just started playing Fantasy Battles, and i chose LM.
I mainly play against my friend who is GS, and we play with 500- 1200p.
My main problem is his fanatics... They seem to be OP. OFC i dont want to wast a saurus unit against him to take out 1/3 fanatics..... I do have a Skink Preist, but still....
And now he is thinking of making a 100% fanatic army, which seems impossible for me to beat as we lack archers, and those we have have a 9 inch range!!! As you see one or maybe 2 Preists doesnt seem enough to take them out.
Else than the Preist i have the Battalion, and thinking of buying a hero like Chakax or Exyotol, or a scar- vet. Which one would you recomend?
Does anyone have any advice for how to handle this?
As you may see he is starting to get quite cocky about them
Thanks in advance.
P.S. Can't remember the p. atm but im thinking of buying a troop of Salamanders; Theil freak his Night Goblins out
Engine of the gods is great against fanatics. Once you draw them out, burning alignment them to get rid of them. I took out 10 with one burning alignment in a tournament.
Nothing we have has a 9" range for shooting. Javelins are 8", and blow darts are 12". You could take a skink chief with the staff of the lost sun to take them out. And salamanders would be a good option like you said.
I am right 94% of the time, why worry about the other 3%.
Once a fanatic is released and hits an enemy unit, it is more than likely going to pay for itself. So I like to force my opponent to release the fanatics before he really wants to.
the best thing to do is use terrain to your advantage. Move into terrain and within 8" of his night goblin units if possible. Skink Skirmishers are great at this. You won't kill them, but it forces your opponent to send them out at that point, rather than later when more valuable units could be hit with them. And at that point, the fanatic could run into his own units (which is always funny) or terrain, in which case it dies
Also, consider using sacrificial units of skinks. 2 fanatics on average won't kill an entire unit of 10. Just march them forward to force him to release as many units as possible that you can get.
As for killing them once they have already been released. Javelins/blowpipes on skinks are good. May need 5's and 6's to hit at short range, but it is a toughness 3 model with no save, so it is very feasible especially with poison shots. As previously mentioned, Engine of the Gods is great at killing them (and everything else) once the fanatics have been released. Another thing to consider. If one of your skink units has been hurt to the point where they have no other valuable function in the game, run them on top of it. They take 2D6 hits, but the fanatic dies.
You would be using a Scar-Vet much more often than any of the special characters. My honest opinion, the majority of the Lizardmen special characters are not worth their points.
Don't know the most about lizards but i would take afew cheap skink groups and run them out in front of your lines while the rest of your army holds back to draw out the fanatics. Skinks are cheap so if they die who cares and hopefully they can shoot some fanatics. More hopefully they will scatter into their own units and kill some gobbos for you.
You could also try using some terradons to lure out fanatics very early on?
Magic/Shoot the living <+++> out of his gobbos. They can't push fanatics if they're dead.
Otherwise the skinks are the best way to go.
My friend runs an almost unbeatable orc army with almost 20 squig hoppers, and about 9 fanatics. Seeing those things get pushed out at you is a real mood-killer. I built the basis of the list for him though, so I've got nobody to blame but myself.
I deal with them by releasing them as soon as possible in a game, that way my line hasn't reached him yet and after initially moving out they are just as likely to move back toward his units than mine. I find they usually do about equal damage to enemy units as friendly units, which is great.
Destroying the gobbo unit at range is tough to do with LM since we have very little in the way of shooting. Salamanders for the panic, but I wouldn't really want my salamanders too close to fanatics if I could avoid it. Terradons and skink skirmishers are the best way for us to get them out into the open. And as sirkently said, once they are out an engine is good for burning them. Just be careful that the engine doesn't get hit by the fanatics..
Salamanders in theory should help, in that they cause panic tests with a single wound, so if a Night Goblin mob takes any casualties, that might help drive them back.
Otherwise ,just put up at the front of your engagement line a unit of terradon's and fly right out of the gate at the Night Goblin mobs and try to draw them out when they are as far away from your main body on the first turn as possible.
Use terradons and/or a unit of skinks to flush out the fanatics out as soon as possible while holding the rest of your army back.
You'll lose the terradons and skinks, but his fanatics while only be a threat to his own army (any stray fanatics that roll high enough to get near your army can be removed with blowpipe/javelin fire).
from a deployment standard, this would mean having skirmishing skings in a thin screen (10 or so), maybe more then one unit.
If I were an O&G and I KNEW I was going up against lizardmen, you can bet I would be bringing as many night goblin mobs all with maximum amount of fanatics. So depending on point level, I would expect no less then 3 mobs of night goblins of 25+, with fanatics.
So I would have two units of 10 skinks in skirmish formation deployed forward on each flank and in a screen with about 8 inches between them and the following Saurus units. In the center also deployed at the top of your deployment would go your terradons, to make sure they get in range as soon as possible.
If you have stegadons, you might want to make sure you have the crossbow on it, to ensure you have the abillity to make a direct shot on a fanatic in the open. You might also want to ensure that any character you have has some sort of ranged weapon, to shoot dead any fanatic that does not reach your units.