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Hi i'm new to all this warhammer stuff and my cousin has challenged me to a battle against his lizardmen this weekend and I am not sure what will be effective against his units. I do however know that he will have up to two Stegadons and Two units of saurus because that seems to be all he has.What Wood elf units and Heros will be good to field against lizardmen in a 1000pt battle?
Excuse my ignorance, but aren't Stegadon's rare ... therefore in a 1k battle he should only be able to field 1 max.
Only the ancient is rare, the standard steg is a special choice, albeit an expensive one! The engine of the gods (EotG) counts as a mount and not a slot.
If your opponent has two stegadons and two units of saurus that should account for most of his force at 1000 pts. You ought to be able to out manuever him into some favorable flank charges. If you're smart at positioning your troops he should not be able to charge you. Use terrain to shield from the bolt thrower on the steg, but honestly it probably won't hit anyway it's only BS 3 and gets all the normal modifiers (such as -1 for moving, -1 for long range, and probably against WE -1 for skirmishers). I would suggest 2 units of glade guard, 3 units of dryads, 1 unit of Wardancers, and the standard alter with a scroll caddy and you should do fine. IF he decides to go with more skink skirmishers, cavalry, etc.
Note on the EotG - it has some nasty side effects like burning alignment, which does d6 strength 4 hits to everything in 2d6" (S5 if they have the forest spirit rule). So avoid this if possible. If possible, kill the priest and the EotG special effects won't work anymore. Shooting will randomize and may kill some T2 skink crew, OR a charge/challenge by the alter could wipe out his priest in one turn (likely). Good luck
Another thing you should think about when setting up your list is the movement the steggies and skinks have, they are M6. This means they can out-run wood elfs.
Lizardmen lack missile weapons, the common weapon they have is a blowpipe with a range of 12". So keep your distance with the skinks and the stegadons, and you should be in the clear.
For the rest, see Knight Errants post...
Thanks For the advice but one question about the Stegadon is about its impact hits. Do they still apply when I am charging the Stegadon?
naaaaaaaaaaaa but try to multi charge the steg. alter and a great weapon with a unit of dryads can take it down.
Impact hits only count when the charger has that special rule unless stated otherwise (as with the Empire Steam Tank).
the Stegadon can make one stand and shoot, which isnt a big deal, but be prepared to lose 1~2 models.
Also dont forget that a steggie is a terror causer! So you need a panic test before going into that combat. That combined with the Unit Strength 10 makes an "outnumbered by fear causer" a plausible outcome. So keep in mind to charge it with Immune to Psychology troops(no effects from the fear part > so also no "outnumbered by fear causer!)
Hey thanks for that. It turns out that my cousin has been using that rule even when oponents charge for a while.
And guesss what. The army list that Knight Errant sudgested worked perfectly. The outcome was a 349 pt difference at the end with only the Stegadon left in play. So thanks heaps for all the tips and a tip for others when fighting lizardmen is that they can't take multiple units of Dryads for long.