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I know you might not want to tell me your weaknesses but Im gettin my lizardman but beaten by a wood elves player he has lots of cavalry wild riders i think but mainly i need tactics on ways to beat the and i need to know thier weakneses all help appreciated
Holy crud! Somebody else who is having this problem!
My suggestion is use skinks and kroxigors. Keep them in the water, where they have cover, then snipe at him from there. If he gets too close, charge him.
I'm not sure if this actually works, but I tried
I play a Lizardmen opponent on a regular basis.
I have the bigest problem with magic, magic missiles eat away my dryads and Wildriders.
What he does is hide a unit of skink scouts in my free wood (which is on my half of the table) and hopes for first turn, if he gets it, he kills alot of my dudes. I think the dice gods fancy him.
But then again, he isn't very good and I pretty much rampage over his entire army with my dryads and treeman after turn one.
What I wouldn't like to see him do is get a Slann and skink mages and shoot the crap out of me in the magic phase.
Thats pretty much all I can think of now.
Use flyers to mess with his manouverability (sp?). High armour saves stop alot of units in the WE army, the highest str we can get is 6 on a hero/lord the rest is 5 max. Save ofcourse the BoL+AB combo, but that has only str 3.
I take it you also posted this question in the Lizardmen section?
I struggle against salamanders as they don't need to roll to hit and although they're only strength 3 most of my stuff is T3 so it still hurts.
Wild Riders are only T3 with shoddy saves, so even a round of skink shooting can stuff them up.
The very first thing I would suggest is your army center: A Slann (not necessarily a 2nd gen one but that would be even better) with Temple Guard. Cold Blooded, Stubborn Ld8 with the BSB re-roll means they won't be going anywhere. The Slann can power out enough magic to account for half an army within 3 turns if the dice are decent. Add in a Skink Priest (or two!) to use their casting to eat dispel dice early and draw Line of Sight for you Slann in tough spots. Although i don't pay Lizards, I suggest paying the incredibly small cost to make a Priest scout, and join a unit of Skinks. You should have enough dispel dice to handle any Tree-Singing attempts while they sit in woods.
Kroxigor and Saurus Cavalry will give us headaches. Saurus Cavalry have a ridiculous armor save and hit hard. The Kroxigor are just mean, they hold a fantastic anti-Wood Elf strategy. They are concealed by Skinks in front (which are also skirmishers, making them harder to shoot as well), and can still charge through them! Abuse this to great effect, but don't expose the flanks of any units such as these. Our close combat units can deal with a single Kroxigor or Saurus Cav on a flank and let combat res do the rest.
Use your great cold-blooded leadership to bog down our quick units, because in a straight fight you are most likely to win. If we can't run rings around you and pick our fights while shooting at leisure, you have the initiative and, by extension, the game in your grasp.
Hope this helps, and good luck! :smile:
When I get a chance later, I'll go a bit more in-depth.
Here's a brief list of what I hope Lizzie opponents never bring to face me:
*Loads of Skinks. Our armour is "great" against Poisoned stuff.
*Anything with the Lore of Fire. Even the fireball is nasty against our small, fragile and expensive units.
Sorry this is a brief post, just stealing a bit of time before completing some Math homework (in which I am really falling behind), so yeah, hope this helps for now.
What in his army is causing the damage - if it's the WIld Riders, you need to face them vs something tough and nasty, force him to pick fights he knows he can't win.
I he's beating your units in combat, you are doing something wrong, even HE have a hard time vs lizzies, especially Saurus warriors with HW and spear, and Temple Guard are just obscene with their Stegadon helmet, and stubborn.
Much of WE ability is down to their charging through woods, to engage you on the flanks, so a lot of WE play along the flanks of the army, with a core of archery to hit targets across the board. What you should do is play a refused flank, let his units on one side of the field try and make it to you whilst you are busy chewing through his units on the other flank. Don;t forget to acount for woods when assessing where to move, and deploy plenty of Skinks, they are cheap and easily take down most of the nastier WE units, as well as being able to skirmish.
Well, wood elves are unbeatable don't you know. Of course, now and then we throw a few games so that others don't get too discouraged.
That being said, what wood elves have problems with are heavy magic, shooting, and high armour saves. A slann can cause some serious damage unless the wood elf player is playing a heavy anti-magic list. A bunch of shooting will hurt, even if you need 5+ to hit. His army probably doesn't have a large model count, and every death hurts.
So good luck, but not too much of it. Be happy to escape athel loren with a draw.
I am right 94% of the time, why worry about the other 3%.
geeze guys, you're giving away ALL the trade secrets.
Mirage Arcana Podcast
The "A Smart Player Will..." theory is a complete paradox. If we make an assumption that everything we do is outsmarted, then theoretically we can never win.
1) He could probably get the info in other forums
2) He would eventually learn it on his own or quit playing and who wants that
3) Its like throwing a drowning man in the middle of the ocean a book on how to swim. It might keep him afloat for a little while, but in the end it won't help much as he really won't get anywhere. I prefer my games where the opponent knows what he is doing. Victories are more satisfying that way.
Just my thoughts.
I am right 94% of the time, why worry about the other 3%.