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I've battled a few times with the lizardman and i just cannot defeat them. I think the army has no weaknesses and I cant find a way to defeat them.
Thanks in advance
Lizardmen die pretty quick to artillery, but as you have none, thats not good. Another thing is your fear doesnt do jack against LD 10.5. If he has a slaan he can shut down your magic, but if he doesnt then you should OWN the magic phase.
All you need to do is beat him in combat while outnumbering. Take a few flanking units like Dire Woolves and Black Knights. You're unbreakable so get his block of 20 saurus in combat with some 30 skeles, get whooped, lose some guys, them flank him next turn, he has no ranks, you have 3, a flank and a probable outnumber, his saurus autobreak only to be chased down by your Dire Wolves/Black Knights.
-My Warrior Priest will challenge your Chaos Lord
-OK, my Chaos lord will slaughter you
-My warrior priest with Van Hortsmen's Speculum will take his 7 Str 8 attacks. You die.
-Take your model off the table, he's dead
I pretty much stick to VC, but I'm dabbling a bit in Lizardmen for a little change.
lotr88 has valid points here. Cold Blooded enemies pretty much can nulify fear and terror. And LM magic can be very painful. Outnumbering is the key to winning against LM.
The only time I played LM, I used a Necarch army heavy in Skellies and Zombies and a huge magic phase. I didn't get many kills, but winning in CR gave me plenty of fleeing lizards, while my units of wolves and knights chased them down from behind.
And remember, Banshees can be helpful since they ignore coldbloodedness with their scream.
Just outnumber, raise like mad, and flank.
Thanks guys , i'll let you know how my next battle with the accursed lizards ends.
Awesome! I'm only two months into Warhammer so this site is exactly what I need. And next week I'm due to play a buddy who's running a lizardman army. He leaked that he just bought a Temple Guard unit, so I'm expecting Slann. Any ideas on how to handle that? I had drafted a Blood Dragon army and thought about going hard with the fighting and still having two necromancers to balance out. I also thought about running Heimrich Kemmler and his good buddy Krell along with another necromancer, but I hate being limited to three characters instead of four. (2000 pts army we're running).
Cold blooded doesn't work when you beat them in combat (and outnumber them)
I LOVE banshees they are so cool. use them against skinks (Ld 5/6) or a stegadon doing a flanking manuver (this means it is too far from the general). the banshees scream isn't affected by cold blooded so it is really effective, (even better when they take an oldblood for a general as they only have Ld 8.
In 2000 pts I take strigoi.... Lvl2 lord (plus nasty stuff) 2 thralls with summon ghouls and a necromancer with the book of Arkan.
Summon Ghouls is great for killing lone skink priests but they do run (12' movement) so I try and catch them with a combination of both summoned ghouls and a banshee.
Remember that a Banshee counts as a character for movement so it can be blocked from LoS easily.
Saurus weakness is that they have low initiative, this means that one of our heroes can attack first (after charges) and kill a few BEFORE they attack, thislimits the amount of attacks your opponent gets back. Usually my 20 skeleton unit with a thrall with iron sinews will beat a block of saurus in one or two rounds of combat, (more likely the first round as the thrall has hatred).
However saurus cavalry can exploit the one weakness of my strigoi thralls.......
They are able to charge my unit and 2/3 cavalry models can allocate their attacks onto my thrall, this equates to 4-6 S5 and 2-3 S4 attacks. Since my thrall only has a 6+ ward save he is "done like dinner" . Everyone should watch out for this except von carsteins and blood dragons as they can have lots of armour, with ends up better than a 6+ ward save.
Skinks are fast but they ar really bad in combat (I mean really BAD..!!!. WS2 and T2 no ranks, it is suffice to say zombies can beat them in combat.
Once I raised a unit of 10 zombies, and charged them in (cos of magic) to a unit of skinks. 8 died to stand and shoot but the two survivors won the combat and ran the skinks down.
Anyway happy slaughtering.
How victory may be produced for them out of the enemy's
own tactics--that is what the multitude cannot comprehend.
"Quantity has a Quality of it's own"
Okay, see what you think of this setup against a Lizardmen army with, I'm told, no Slann.
A Blood Dragon count with red fury, master strike, and a sword of unholy power (to compensate for otherwise low magic). He's with Grave Guard of 18 with shields and banner of the barrows.
A thrall is with 30 skellies, full command. He carries tomb blade and took honor or death just to burn the 10 points.
A wraith leads 20 skellies, full command.
A necromancer rides a barded nightmare and totes along his power familiar (again to compensate for low magic). He's alone, but I know how this guy plays and he'll chase my necromancer with his skinks. I hope to outrun him.
20 zombies will serve as a tarpit.
Two spirit hosts will flank or take on the kroxicors. Two bat swarms will flank or hold charges (or help with krox's).
Dire wolves will either hunt or flank.
And that's it. 105 models with 6 casting and 5 dispel.
What does anyone think?
I drew my buddy to a draw. The blood dragon with his killing blow attack took out a Saurus unit's general and standard-bearing hero. That gave me a numeric tie, although my casualties were much higher. The banshee worked well (thanks, Redman) against the flyers and the fire-spitting ***** lizards. The zombies were destroyed outright, almost a pointless endeavor. I should up their unit size from 20 to 30, maybe. The thrall got distracted and I didn't choose the best weapon for him. The wraith was a waste, but still, okay for a rookie outing.
Nice one on the draw at least, given you had so much new stuff around.
My thoughts, for what they're worth, on your list...
1. The Tomb Blade really doesn't seem worth it imo. For a Tomb King it might
be nice (given their low raising ability) but given that a VC can raise so many skeletons (potentially) I'd rather put the points somewhere else.
2. Zombie speed bump units need to be pretty big; given their awful combat abilities and the effects of combat resolution if they go up against a nicely armoured and fighty enemy then they'll drop like flies.
3. I'm getting into banshees, though in a recent game against some skaven I took 2 and that was one too many.
4. I'm still nervous about wraiths, the terror thing is great but does rely on low leadership to really kick people around. Plus, you lose a good fighter slot - though I admit the ethereal thing is nice.
Mordheim: Middenheimers & Night Goblins