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I've been experimenting with an All-Skink Army set-up with no Slann, Saurus or Special Characters, just pure Skink along with their Kroxigors, Hunting Packs and Steggies (If you want to see my list that I've written and used just let me know and I'll post it up later). Anyways, to the question: How do you deal with warmachines?
Lizardmen, throughout the editions had always had trouble taking them out, as the tools we have for them are always either, very weak and/or crap at shooting and CC, from a skink's point of view, magic seems to be a complete gamble during the first few rounds, by then it's too late as it's likely that by the end of turn two, my Steggies are so severly wounded they won't bring me an effective countercharge. I considered normal units of Skinks, but they would be lucky to even reach them as it'll be by about turn three by the time they charge (decent enough I'd say, but when it comes to Empire Great cannons vs. Steggies, time is of the essence).
Is there a sneaky ploy to use to shut them down quickly, or do I have to try and get lucky with the skink priest? IF they both get Forked Lightning when I roll for spells. I may sound like I'm moaning over this but as soon as my Steggies bite the dust, the only things that I can rely on is the horde of skinks, Kroxigors, a small unit of Terradons and my mounted characters on Terradons (They're not CC monsters either, they're kitted out to deal with the whole LD issue a skink army usually suffers from), then coupling them with, what I call 'Guerilla Goblin Tactics'.
Fire away, it'll be interesting to see how other people deal with this weakness on the lizardmen list
Last edited by Kai-Itza; February 9th, 2010 at 15:43.
Either: Chameleon skinks, deployed deep into enemy territory as scouts, then shoot up warmachines fast...
Or: Tiq'Tak'to doing his deploying later in the game thingy and getting them from behind in a big unit of terradons...
Neither option is great but its the best we have
I'd go with that Tenhenuhuman character.....you get the versatility of putting him on foot or with an EOTG, so that is something. Also, he would be a lord level character- you could still go with a couple of priests or chief's in order to balance things out with them.
Chameleon Skinks should be your first option. You may have to consider sacrificing them if the enemy has a lot of cannons where you manuever in and use their blowpipes but be ready to actually close to CC if you must in order to tie up a WM crew.
Option #2 is of course Terradon's. At 30 points per, that is an expensive option to deal with a WM crew, but I assume you are going to have lots of Steggies or Krox's in your army so you need to protect them.
Option #3 is the EOTG's ward save, use that for as long as you can before closing with the enemy .