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  1. #1
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    I need to know what is the best guideline for a lizardmen army against high elfs. i already have 2 units of 12 skinks, 2 units of 16 saurus, 1 with handweapons, and 1 with spears, 2 terradons (unfortunately 1 is broken off the see through plastic as a freindsat on it while we were having a game), 1 saurus oldblood on carny, 1 skink preist, 6 chameleon skinks and 2 jungle swarms. im not bothered about losing a few of these models, and i got the oldblood for painting up and using in a 2000 points army list eventually really. so can sum1 give me help on making this list, and possibly b4 christmas.

    confucius say "the slaan of the lustrian jungles is a terrible foe, so dont mess with them, or you get a slap"

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    Terradons are very good for dealing with bolt throwers and wizards, both of which are HE units that are particularly dangerous to the LM. Saurus are as usuall great at taking on just about any infantry, but they need to get to the enemy first, and with the amount of archers most HE players use, skinks are priceless, get more. You may want to consider either cold-ones or kroxigor to add a little speed to the army to deal with enemy cavalry and those 'way-back' archers that your saurus wouldn't reach for a couple turns later. Cold-ones are rock hard fighters, but most people don't like them because a bad turn of fate can wipe them off the table very quickly. I personally like them, but it is a matter of style. Also taking the krox allows you to use your skinks to their maximum potential. I'm not entirely sure about the cham. skinks or the swarms personally, but if you have a specific purpose in mind for them than they're fine.
    Power corrupts. Absolute power corrupts absolutely...
    but it rocks absolutely, too!

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    i use chameleons for a "headstart" to the battle...... for me. they are good at taking down enemies at an early point in the game. thats why i use them. i dont get enough money for kroxigors, however i will try and get a few like you said. skinks, yes i was going to get another box anyway.

    anyway thanks for the advice.
    confucius say "the slaan of the lustrian jungles is a terrible foe, so dont mess with them, or you get a slap"

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    Maybe some salamanders would be helpful
    If you are interested in lizardmen check out
    <a href='http://s7.invisionfree.com/garoq_gar/index.php?act=idx' target='_blank'>The Spawning Pool</a>
    <a href='http://www.thespawningpool.com' target='_blank'><img src='http://www.geocities.com/thespawningpool/link_banner.gif' border='0' alt='user posted image' /></a>

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    Originally posted by mike_of_slaan@Oct 23 2004, 04:49
    I need to know what is the best guideline for a lizardmen army against high elfs. i already have 2 units of 12 skinks, 2 units of 16 saurus, 1 with handweapons, and 1 with spears, 2 terradons (unfortunately 1 is broken off the see through plastic as a freindsat on it while we were having a game), 1 saurus oldblood on carny, 1 skink preist, 6 chameleon skinks and 2 jungle swarms. im not bothered about losing a few of these models, and i got the oldblood for painting up and using in a 2000 points army list eventually really. so can sum1 give me help on making this list, and possibly b4 christmas.
    [snapback]236060[/snapback]
    Sweet. Oldblood on carnosaur. I gonna have that for my general when i start getting lizardmen at christmas. Just changed from wood elves.

    Anyways, get salamanders. Lots of salamenders. Their fire-breathing attack will cut a swathe through those T3 weaklings like a knife through butter. Sarus would be very good because they have the obvious advantage of being S4 T4 over elves which are S3 T3. Get a lot of dispell, because any self-respecting High Elf player will stock up on magic to try to even out their elves physical disadvantage. Have your oldblood on carnosaur go for the pheonix lord on dragon, if there is one, b/c of the ultimate predator rule.

    If you listen to my advice, you will kick ass.
    <div class='quotetop'>QUOTE</div><div class='quotemain'>Amid the darkness and horror of a world splintering apart, the armies of the true creators, we who were ancient at the dawn of time, will march forth once more. We shall sweep away all that is chaos and disorder for ours is the true path and none shall defy us.</div>
    Translation from ancient plaques attributed to Venerable Lord Kroak

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    if your fighting elves get rid of some of the skinks, They just aren&#39;t strong enough to go against elves.
    Why? because they are bound to have some archers or shooty thing, and i have learnt that very few skinks survive shooting. and they are and attractive target because they can move way ahead of the rest of the army.
    Instead get: 1.Some more saurus (Y)
    (either another regiment or boost your current one, i recommend
    the latter becaude two large saurus squads kick ass) and give one
    a decent sacred spawning (i recommend Chotec, or the +1 save
    one, against elves)

    2.Either Kroxigor (6 preferably) to 1. draw attention away from the
    saurus and 2. to provide some mean muscle to accompany the
    carnosaur.
    or some Cavalry, but they are exspensive and attract mean
    weapons

    3. A Saurus Veteran to accompany on of the saurus (preferably the
    one with sacred spawnings)

    Hope that helps/
    Tolerance is Ignorance

    <a href='http://www.freewebs.com/knoblarmaster/' target='_blank'>Knoblars rule</a>

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    oh yeah and terradons aren&#39;t good in small numbers so you might wanna swap them for Kroxigor :hmm:
    Tolerance is Ignorance

    <a href='http://www.freewebs.com/knoblarmaster/' target='_blank'>Knoblars rule</a>

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    Terradons are decent, but can get killed by lots of shooting.

    I&#39;d reccomend more infantry.
    <span style='font-size:14pt;line-height:100%'>
    <a href='http://kevan.org/brain.cgi?name=Dexanote' target='_blank'> LOOK&#33;</a></span>

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    Originally posted by Oruk@ Scar-Vetran,Nov 25 2004, 20:18
    Terradons are decent, but can get killed by lots of shooting.

    I&#39;d reccomend more infantry.
    [snapback]258081[/snapback]
    Terradons rock against chaos. Get as close as u can, charge at the enemy u want to hit, and use the hit and run tactic to fly away to safety. But dont bother with these tactics against any elves or enmire.
    <div class='quotetop'>QUOTE</div><div class='quotemain'>Amid the darkness and horror of a world splintering apart, the armies of the true creators, we who were ancient at the dawn of time, will march forth once more. We shall sweep away all that is chaos and disorder for ours is the true path and none shall defy us.</div>
    Translation from ancient plaques attributed to Venerable Lord Kroak

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    Terradons can take care of Bolt Throwers and use their Retreat rule to pick off archers and wizards. These three units are your biggest threats, and top priorities, in that order.

    Use the Skink Priest, or possibly two to take some Dispel Scrolls to shutdown their Magic Phase for at least two turns. Try to get the first spell in Heaven&#39;s Lore. (With the rerolling d3 dice) It will save your lizardmen their hides in close combat and magic etc..

    I say keep the Skinks, drop the swarms, and either drop or take more chameleons. Kroxigor are nice shock troops to jump up and lay the beatdown on a powerful unit like Heavy Calvary.

    Take either another Skink Priest, or a Scar Veteran, both if you have points to spare. Make the Priest a lvl 2 Mage and give the Scar Veteran the Sacred spawings of Sotek and Quartizil (sp?). Or take the spawning of Old Ones if it suits your fancy, give him some nice weapons and armor (your choice, whatever you give him, he will wipe units of High Elves (T3)) Put him with the Saurus with Hand Weapons as he will be more useful there. If you keep your skinks, upgrade your Saurus with Hand Weapons with a Standard, Muscision, Champion and give them spawings of Soteck/Quetzel. (Both if you can afford the Rare Choice.) Looking at what you&#39;ve got your army so far it would look something like this:

    Saurus Scar-Veteran
    Blessed Spawnings of Sotek and Quetzl
    Sword of the Hornet, Talisman of Protection, Light Armor, Shield
    164 Points

    Skink Priest
    Level 2 Mage, Dispel Scroll
    125 Points

    Skink Priest
    Level 2 Mage, Dispel Scroll
    125 Points

    Saurus Warriors
    Blessed Spawnings of Sotek and Quetzl
    16 with Hand Weapons, Standard, Muscision, Champion
    282 Points

    Saurus Warriors
    16 with Spears, Standard, Muscion, Champion
    246 Points

    Skink Skirmishers
    18 with Javelins or Blowpipes
    108 Points

    Skink Skirmishers
    17 with Javelins or Blowpipes
    102 Points

    Kroxigor
    3 Kroxigor
    174 Points

    Terradons
    5 Terradons
    175 Points

    Total: 1501

    This list feels solid to me and should put a good challenge past any High Elf Player. It all really depends on what he fields tho. If you are playing at a different points level, simply tweak this list.

    Oh, btw, Salamanders aren&#39;t usually a good choice against HE. The Handlers die too easily, and Salamanders are easy targets for Archers on hills, if you want to shoot Elves, go for Dogs of War Crossbowmen.
    Armies:

    40k: Dark Eldar, Eldar, Imperial Guard, Space Marines
    Fantasy: Lizardmen, Skaven, Vampire Counts

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