Welcome to Librarium Online!
Ive been playing wood elves for a while, im actually doing fairly well, I have beaten every foe, except this guys lizardmen. So this leads me to a couple of questions.
Do you guys know any general stratagies that can be implented against lizardmen? John usually takes 3 salamanders, 2-3 units of skinks 3 units of saurus, cold ones... etc.
Also, Whats a good way to counter these units.
Thanks in advance =)
Just team up on them in CC. Since they get to do their Leadership test on 3D6 it's nice just to beat them into submission and get your combat resolution so high that it's hard for them to beat that...even on 3D6. Also an important rule of thumb with the WE is to fight close combat on your own terms. Bait charges with Glade Riders and get the counter charge with another unit ie. Dryads, Treeman, Wild Riders etc. Hope this helps!
If anybody disagrees with me Chuck Norris will roundhouse kick you in the face.....not really. But wouldn't it be cool?
for salamanders use a Hail of Doom arrow from a noble or highborn to thin them out. You'll hit on 2+, wound salamanders on 4+, and kill skinks on 2+. you should be able to kill at least one salamander and any skink you hit. Also they cant stand and shoot so try charging with some wild riders.
Skinks are a pain because of there poison so try making it so he has to hit on 7+. Try waywatchers in trees or almost any skirmish unit you have in trees. also rember that he gets a -1 to hit when he shoots multi-shot with his blowguns.
For the calvary i think the best option is the old bait and counter charge. If hes taking blocks of 10 you should be able to get plenty of wardancers on him. Throw some waywatchers, in cover of course, behind his line to take away his march move on turn one. just dont let them get shot by the salamanders.
Dryads make mince meat out of skinks.
Treemen, Treekin and Wildriders can do nasty things to saurus warriors.
Alter noble will deal with the salamanders. One volley of Hail of Doom Arrows and 4 strength 6 attacks in combat should do the trick.
Bait charges with glade riders or warhawk riders.
This is the list im using, I played against him today and pulled out a slight victory, and now hes tayloring an army just to fight against wood elves
His army has exactly 2 units of saurus... with 3+ saves, dont know if thats possible, 3 units of skinks, 2 skink priests using lore of heavens, nasty saurus character, 5 cold ones... thats about it. (He was rambling about adding fire weapons to his army or something). About the alter noble charging into sallies, i got 5 atacks in, hitting 5, wounding 4, yet he still managed to save... is that even possible, what kind of armor do lizzards have:cry:, so he killed my poor guy in the 2ed turn of combat.
My army is:
light armor, shield
cluster of radiants
5 glade riders
Thanks for any advice in advance guys
Last edited by gravity1337; August 15th, 2007 at 07:33.
Float like a butterfly, Sting like a bee!
Get a 3+ if he doesnt go with spears
6+ scaly skin, +1 for light armor +1 for shield +1 for parry
If he takes spears, then he shouldnt get 3+ but 4+.
Unless you get parry rule with spears
Another thing to worry about is Jaguar Saurus.
9" move charging out of regular Saurus...generally with a GW can catch many people off guard.
Its their own version of the alter noble, and can outcharge a small unit that you might think is just out of range. and with an 18" charge.....stand a decent chance of catching it.
Some people deploy them solo, but others like the bait and trap from within a block of saurus.
(spent a year or so lurking in a dedicated Lizardman forum)
Last edited by Cardinal Feng; August 15th, 2007 at 15:33. Reason: Adding Things I forgot....didnt want to boost post count
Drop the level 2 from the singer and give the noble the HoDA.Alter noble
light armor, shield
You should be able to handle skinks easily enough. Just make sure they have to move to be in close range and they'll be hitting your skirmishers on a 6+ so they can't double tap. Your dryads will destroy them.
Shoot everything you have at the salamanders. Remember that they don't get a -1 to hit for being skirmishers since they are US3.
In under 2k games you could get away with just a mage and 2 scrolls. I would put some archers in there instead of the branchwraith.
Oh and don't worry about fire weapons, he has to wound the treeman and get through his AS first.
Thanks a lot for the replies guys, rep all around
Float like a butterfly, Sting like a bee!
I can see why it may struggle.
Next to no shooting. A unit or two of glade guard could help out a lot.
I think the level 2 on the spellsinger is a waste and would rather have the Hail of Doom Arrows on the Alter Noble.
In correction of my previous post...Saurus do NOT get light armor. The reason he only has two saurus blocks, is that he gives them the sacred spawning of Quetzl, which boosts the scaly skin save by 1....
Things to remember about Lizards.
Salamanders are not your usual war machine, to be charged with an alter kindred, or a couple waywatchers and forgotten about.
Salamanders If im remembering my book correctly have a lovely 4+ save from scaly skin, and decent T and WS.
Salamanders can fight...and a unit of three of them yields an impressive array of skinks and Sals's, Thus a unsupported Alter is not going to make THAT much of a dent in the fear causing beasties.
A unit of salamanders in the center of the map basically tells you to keep your waywatchers and scouts firmly on the borders of the map, as salamanders will chew through your flimsy scouts like nothing else with their flaming artillery dice.
Cold One Riders:
Ok, these guys are tough and ruthless, they cause fear, they get a good chunk of attacks, good saves....they are fairly nice Heavy Cav.
Now the fun part....how to beat them.
Well, their fear is completely negated by our best melee troops (Hoorah for Immune to Psych)
Sadly with their speed, even as slow as it is compared to our horses, is fast enough to get a charge off on our infantry....UNLESS we play into the terrain.
(note, superb unit movement and tactics can allow the charge...but odds are not good)
On an open field, bait and charge is really the best we can hope for, unless someone is playing two units of cav and an alter kindred to triple team them and hope for the best.
But with a few hills and trees we can attempt to get around them, or set things up perfectly so they cant get off the charge, but we can. (note, this requires at least 4.5" of difficult tertain that we can see through to be in between our wardancers/dryads and the cold ones for their charge to be less than ours)
Life looks bleak, until you realize that these gentlemen of the lizard persuasion are costly. Even that is poor consolation, but with march blocking, you should be able to pull off a few decent tricks to keep them shot at for a few rounds.
just be wary of the quetzl riders of doom, 5+ scaly skin, 4+ with shields, 2+ with cold one armor save, spears, champ, and possibly a Lord or Hero.
More Lizard assessment to follow if people find my statements of any value.
:edit: The sacred spawning makes them special, so hes limited in how many he can have with quetzl....thats why only two...forgot to mention.
Last edited by Cardinal Feng; August 16th, 2007 at 17:38. Reason: Adding forgotten info without boosting post count