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Dragon ogres will eat saurus alive, 4 or 5 would just smother a big block of them
Nurgle knights do great against most things lizardmen have. Bring atleast 2 units of them. pretty much everything they have will be hitting you on 5s and nurgle stops him from double shooting and poison with his skinks quite often.
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Kill the the Engine of the Gods first. Be careful about what unit charge it - the skink can issue a challenge & the big beast is treated as a mount (which effectively protects it from the unit attacking).
Watch out for flyers - they have an ability to drop rocks 1d3 st 4 attacks per figure (once per game). Good way to lose your TZ sorcerer on disk.
Watch out for dirty tricks - ASF magic swords and a shield which can rebound magic missiles. I was not pleased to have my 6 hit st7 Fires of TZ come back at my lord.
Warriors are better than any unit of Saurus. Match your opponent unit for unit & you should have an edge.
I lost a tournament once because I forgot that dragon ogres get frenzy when hit by lightning spells ( the only lore the skink engines can take) I then proceeded to fail every fear test to charge and his two engines ate my entire army. SO remember the frenzy rule for DOs
I'd actually get rid of the skinks and terradons before they drop rocks. Those are the two types of units that decide who gets to charge and with what. The engines you can actually let alone for a couple of turns with scrolls/dice. We have access to lots of str 6+, so after getting rid of his skirmishers, you should be able to dictate who and how many units get to charge his stegadons.
Last edited by buckero0; February 26th, 2010 at 01:57.
Pinkus- I was wondering what/how to configure/equip nurgle knights so they can stop double shooting and poison. Is there something more than just the Mark of Nurgle? thanks!
I think it's because you get a negative to firing repeaters and since you already have the MoN it will hurt even more at -2BS. I don't know about the poisoned attacks
-1 for long range, -1 for double shot, -1 for MoN. Gives minus three and theyre bs 3, so they hit on 7's. If you must hit on 7's you can't get poison off.
And for taking out the engines, just target the skink priest as much as possible. Once he gets knocked off the ability goes away. Nurgle really is one of the better marks against lizardmen, their lore is really good too. Get cloying quagmire and it will eat up everything but skinks in their army. Cloying quagmire a steg he has initiative 1 i think and armour save 3+ so good chance of killing it straight up. Also Curse of the leper, cast it on anything with skinks (steg or skink block with kroxigors) gives them -1 str and toughness, and at the start of your next magic phase it becomes -2 and they will all die.