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i played a game against my friend who plays lizard men last weekend and i got stomped. his list was something like this.
general saurus on cold one with a 0+ save and a flaming weapon who went treeman hunting
saurus hero ( all i know about him is that he had a 9 inch move)
2 skink priests
2 units of 20 saurus
2 units of skink skirmishers
6 cold one riders
Yeah, the flaming attacks are nasty.
Can you post more about your list and what models you have available to you?
The Hail of Doom can get rid of those skinks in a hurry, as well lots of archers. I get rid of them just because of their poisoned attacks.
Wardancers can hurt the cold ones with their killing blow attacks.
Maybe just take out the treeman?
Lizardmen are a powerhouse in the Warhammer world. They are one of the few armies able to go head on against Chaos and win. Your opponent seems to be trying to maximize his rare choices. That is good for you, lots of easy points.
So this game he went hunting your big pt units, now you can do it back. Both the Salamanders and the Stegadon have ld5. Take the Spirit Sword. It is impossible for you to fail the test against them.
Start the game off by killing the skinks off as quickly as possible with all the shooting you can. This will simply remove the biggest pain on the battle field. Then take your Spirit Sword Lord and hit is the Stegadon first. Then shift all archery to the salamders in turn 2/3. They don't have terribly good armor and should be close to short range by now.
Also don't hesitate to get dryads in CC with the Skinks. They will both hold them in combat and kill good amounts of them.
go priest hunting!
it sounds to me like his army is one made up of only a few elite men, and so you can use you wood elf mobility to escape his saurus untill combat is essential. His priests seem to be a bit out on a limb, they're either going to be hiding in a forest somewhere or in a squad of skinks.march after the forests he's hiding in or smash the squads. after that your magic phase should go unopposed,and then you can concentrate on those nasty saurus. Bare in mind each priest is worth more than 100 pts each...easy points.after that start to worry about the saurus. If the cav become an annoyance either slam a tree in their way or just shoot them. a 3+ armour save can't last that long.
"If a jobs worth doing, its worth dieing for"
The ones that will be a problem are the skinks....i didnt realize that 12 skinks could blow 24 poisoned attacks at my wildriders on a stand and shoot......., the saurus are fairly weak, you just have to crush them into submission by combat resolution. His army sounds on the smaller side, so just flank/rearcharge, with a ranked up unit, and your in buisness. Salamanders are disgusting as well, so i suggest that you put a hail of doom into them when you have the chance, because they can pack quite a punch to a relatively weaker (toughness) army. A nasty trick ive been using lately, is to have a treeman in cover, i.e. trees, and have him pop out beside a skink unit to cause massive panic. I have only either won big or died horribly against the lizardmen....
"This sure ain't no pansy Eldar Armor, Son"
185th Cadian Armored Div.
"One Shot, One Kill"
Western Border Patrol of Athel Loren
I suffer with you exactly the same thing happened the first time I faced Lizardmen.The ones that will be a problem are the skinks....i didnt realize that 12 skinks could blow 24 poisoned attacks at my wildriders on a stand and shoot.......,
That's a mistake you only make once.
It has yet to be proven that intelligence has any survival value. - Arthur C. Clarke (1917 - 2008)
whats the point limit?
i agree with the spirit sword thing. there leadership is subpar, thats why they are cold blooded, so you will be able to slice and dice them. for the 0+ save leader. i would use bow of athel lorean and arcane bodkins. if this is 2k, you can get 5/6 shots off which hit on 2's wound on 5's with no armor saves. you will wound on average about twice. 2 turns of that and he is dead.
Actually he's T5, so you're wounding on 6's. However, Krzyio (sp?) has a good point. In my experience, models with a high save tend to rely on them.The best way to deal with that is either High Strength or Killing Blow. High Strength because he will them be reducing his armour save. Therefore, the first 2 things on my list of 'must haves' include: Waywaytchers. Waywatchers are good since they can show up behind his character. A unit of 10 should be able to kill him on Turn 1:yes:.general saurus on cold one with a 0+ save and a flaming weapon who went treeman hunting
Wardancers (or even a WD character), these guys can bring on a ton of attacks with Killling Blow and a superior statline.
Another solution would be to field a WD character with an Annoyance of Netlings. My Lizardmen opponent hates that upgrade with a vengeance. He has access to ALL sorts of evil character-killers, and the Netlings preserve characters so well. A WD with Netlings and the Blades of Loec should make short work of him, fielding 5 Attacks, hitting on a 3+, wounding on a 5+ with re-rolls.The Skinks should be relatively easy. Dryads eat (almost literally) basically all hordes, like the Striking Scorpions in 40K. They should make short work of the Skinks, but watch out for the Poisoned Blowpipes as has been said. However, he will require 6's to hit and you have a 5+ save. All of a sudden his Skinks aren't so bad. This is, assuming they pass their Fear Test. A Branchwraith should also be able to dent them significantly, consider a Murder of Spites. I love using them. next thing on my list of must-haves:2 skink priests
2 units of skink skirmishers
DryadsSee above. Dryads destroy Salamanders with ease. Don't be surprised if they kill his Salamanders in one turn. Maybe take 2 units of them.3 salamandersHmmmm. Tricky. They have a high save and are good at killing things. My opponent uses them as a bodyguard for his hero. A Treeman is useful here, with 5 Attacks at S6. Another thing is to bait them with Glade Riders. Here's a tactic I'd recommend:6 cold one riders
Deploy them directly after he places his Knights. They should be around 24" away. If you win the first turn March straight ahead. You should now be a mere 6" in front of them. The non-marching Cavalry must now charge or avoid your Glade Riders. If he avoids them, great, they're now out for at least 2 extra turns, by that stage the higher priorities (like his Skinks and General) should be dead so you can unleash you Wardancers on them. If they charge, Stand and Shoot. They should get killed turn 1. This is good. They now have to test to avoid overrunning (on 2D6, since it's not morale, remember this). If they overrun, they are now dangerously exposed to a flank/rear charge, VERY nice.
Now comes the fun part!:yes:
You can now force your game plan on him instead of reacting. Use Waywatchers and Warhawks to slow down as many units as possible at a time (with march-blocking). Place your free forest in the most awkward place possible. Use your speed to pick on units that get ahead, behind or isolated. If he isn't thinking, he'll move any non-blocked units up, whcih is what you want. You should be able to bring in 3 units to one of his. Winning the fight by lots is inevitable, especially if you get a unit of Eternal Guard or Tree Kin in the side. Unless he gets uncharacteristically lucky, he should flee. If you have Wild Riders in the fight, excellent they are almost guaranteed to catch him. If you don't have any, you have at least 2 or 3 units in the fight, so one should catch them.
Another thing to try is an Alter Noble. Face his Spawning of the Jaguar (the Movement 9 one) with one. You both have characters on foot with M9. Give him a Great Weapon and the Amber Pendant. That's 4 S6 attacks that ALWAYS strike first. Nice, eh? Use him to tip combats in your favor, to march-block, to take out weak targets or a mix of all 3.
There, I hope that helps, I spent ages typing this, so it would be a shame if if didn't.