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next friday I'm gonna play against the new lizardmen of a friend of mine.
I've never played lizardmen before, so I don't really know what to expect.
Well, he's the list I was thinking of:
1500 vs Lizardmen
+gem of blood
+master of the black arts
+helm of commandment
10 crypt ghouls /w ghast
19 skeletons /w full command
5 dire wolves
5 dire wolves
20 grave guards /w full command
5 black knights
4 blood knights
I was maybe thinking of letting the infinate hatred go with the mounted vampire and als leave out a dispell scroll and go for a magic banner or so. Or reducing my grave guards to 15. I don't really know what to expect, so any advice is welcome.
My advice against lizardmen in general is i can honestly say, they are the ONLY army who's magic scares and can compete with mine. With that said i actually give some of my caster vampires some scrolls and field every possible caster i can. Lizardmen are very slow, and for the most parts have very low attacks, so building giant squads of undead is always best against these guys. Plus i would consider making 1 of your vampires a little more magic heavy, just incase he goes casters. YOU DO NOT WANT LORE OF THE HEAVENS TO GET OFF 1 SPELL!!
Also stegadons are really lame and stupid, not to mention annoying cause my friend to piss me off fields 3. I found besides simple tar pit with about 500 zombies, sending Blood Knights are a very good solution. This is an army where i can say dire wolfs will do nothing except screen those Bloods, so i feel only field 1 squad of 5 to save some pts. Other than that looks good,
Remember Lizardmen have good magic, and strong units, the best way i have found to win is out last them in any combat and eventual every unit runs in terror even if they get flippin 3d6
Make sure you get every charge, and not him charging you.
Last edited by ZombieCancer; May 4th, 2009 at 19:21.
Good Luck and have fun!
8th Ed WOOT
Normally I love this list - and take something fairly similar myself, but at 1500 points the chances of him having 2 Engines of the Gods are high. That will do D6 S6 hits to everything in a certain radius, and IGNORES ARMOUR SAVES. Wave goodbye to Blood Knights and Black Knights.
Instead I would recomment bogging his 'dons down with LOTS of skellies or Gouls, then smashing him up with a Varghulf or 2 (regeneration saves are fine against the engine)
I really hate the new lizzie book when im using the counts, all I can say is good luck
thanks for the advice
I'll try to get a good caster, maybe get rid of the grave guards, add a bigger black knight unit and a corpse cart with unholy loadstone?
I like the list.
But I think the GG aren't going to be worth there points if they don't have the drakkenhoff banner. But infantry is the key to lizardmen in below 2k battles (and over to) because the engine of the gods just cuases d6 str 5 no armour saves wich is hell for the blood knights but infantry can take it.
Try playing a vampire with blood drinker in the blood keep.
I know that it'll be a very very expensive unit but most of the time its worth it (you can get the casualties of the engine back by the sword.
hatred banner is probaly the best one against Lmen I think+ the hero.
You need to screen them carefully, i use 2 units of wolves and a bat unit.
They can cut trough the steggies and the ranked infantry easily (just not get flanked).
In what case is havens that destructive against VC?? Uranons tunderbolt???
.... when are GG ever ever not worth their cost, banner or not? This have great stats, great saves or str, cause fear, and can be raised 1d6, all for a wooping nothing. GG are by far my favorite unit and for what 4pts more than a skeleton, GG are 100 times better. I can hardly ever think of a time where GG are not worth their points.
Good Luck and have fun!
8th Ed WOOT
Well I've got to agree with ZombieCancer here.
I think most lizardmen have STR 3, so tough 4 plus an armor save of 4+ should do it. Also I'd be raising them for a d6 on a +4 cast.
I've added some last changes and decided to leave the blood knight unit out and instead ad an extra unit of 14 grave guards (which will be joined by a vampire) and gave both units magical banners (barrows & strigos). I decided to leave out the mounted vampire, and instead upgrade one to a lvl 2 wizard. The dire wolves will shield either the black knights or go for a flank attack, if the terrain is good, I can try to make good use of the ethereal steeds of the black knights. Got 8 casting dice and 5 dispell dice + 2 scrolls. Hope this should do for a 1500pt game.
Thanks for the advice all.
I think the GG will be owned by saurus warriors, I mean if you charge you do:
6 att 4hits 2 wound 1.333... kill
(in his turn the EOTG will do an extra d6 str 5 hits no armour save)
and if you charge the saurusses you can't raise them back in his turn and when its your turn again he will dispel/scroll the raising. So the GG will be killed.
Btw, what is so strong about heavens?? I think its one of the least used lores (except for Lmen ofc), apart from life.
well i'll see tonight
I heard he'll be having an ancient stegadon with a priest mounted on it
which means he's gonna go for a lvl3 in a 1500pt army
its gonna be pretty though, and i think i'm going to lose, but still we'll see what the dice say this is the list i'm gonna be using:
master of the black arts
helm of commandment
avatar of death (HA+HW+SH)
12 crypt ghouls /w ghast
20 skeletons /w full command
8 dire wolves
19 grave guards /w full command
banner of the barrows
14 grave guards /w full command
royal standard of strigos
5 black knights
I think with the helm of commandment, i'll be able to give my grave guards ws6 and with the banner of the barrows, they'll be able to hit on 2+
I just hope i'm not gonna do stupid things in my movement, I still kinda suck at it
A few tips against Lizards:
I think that is all I can help you with. I regularly play a LM player in very small (500 pt) games. We usually split the games pretty evenly.
- GG with GWs eat Saurus, you need the S6 against his T4, usually with a 3+ normal armor save (down to 6+ because of the GWs)
- U. Thunderbolt is nasty, especially versus Black Knights or Blood Knights (no AS allowed and unlimited range), so hunt any mage with this spell down as quickly as possible
- Comet of Cass. can also be dangerous in either the possible damage it does to a tightly packed army or just as a road block
- Hope that the LM player roles both 1 and 3 when rolling for spells, because 3 will never help him vs. VC, but 5 or 6 means that he will be throwing lots of Tbolts and Comets at you
- Fear and Terror tests will most likely be passed because of the 3d6 for psycology tests
- He will probably have 2 skink priests and maybe a Saurus hero, or 3 skinks just to get more power and dispell dice
- Saurus Cavalry can really hurt if it gets the charge, make sure to not let the charge happen
- Don't forget that Saurus have I1, so even our skeletons will get to go first in the second round of combat
- Don't forget that GG and Black Knights have killing blow
- Don't forget that just about anything skink will have poison and Saurus have 2 attacks each
- Taking a BSB is usually a good thing, but against Lizards you should still keep it a Vamp for the extra magic you will get from him
- Ghouls may be a little vunerable to the darts and javelins that will be flying at you from the skinks
- Be careful when charging skinks, they can be throw-away units, and 10-15 poisoned darts can hurt any of your charges