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Just want to put a point to the forum.
Everyone knows that the Lizardmen Slann/Skink army is one of the more overpowered and beginner armies out there. Too many poisoned shots, lots of models and an indestructible tough toad in a unit of rock solid guys obliterating your army at the ratio of 25% a turn!
So what can Wood Elves do against such a foe? Nothing in the army list or magic items looks like it can withstand that kind of magical bombardment nor assassinate the toad!!
I've never had a problem against the skinks. T2 will die extremely quickly. Our high amount of skirmishers and flank protecters will make short work of them.
Fear salamanders. Avoid them if you can, the autohits can hurt a lot.
I've learned to not panic against a Slann. With adequate magic protection it can get off one or two magic missiles a turn but we have our own ranged attacks.
If you can deal with salamanders you should be able to mop up the rest of the army.
Remember that Kroxigors are pin cushions.
If you can, run a unit of treekin or a treeman at the salamanders since they are the only things that will be able to take the punishment.
I would have to say that a "true" skink army is almost unbeatable against the right opponent. Salamanders+poisen mean that it doesnt matter how many you have, they will kill most of you if they get close. The only way you can fight them is to keep your distance, but then again, your supposed to get into close combat eventually. I have found that 1 slann is not as nasty as a bunch of skink wizards....comet of cassandora is nasty....
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That is a rather bold statement.I would have to say that a "true" skink army is almost unbeatable against the right opponent.
I've never lost more than a couple wounds from each unit of skinks. They never make it anywhere near my archer lines. They're not going to be able to double tap against skirmishers and then you have a 5+ ward save against any poison that does get through.
The comet is now only S4 and with its high cost it is very easy to stop with a dispel scrolls if the opponent manages to get it off which I doubt a skink priest would be able to do with any regularity.
Toast mate, you can pretty much say that about any army.
I've never really been troubled by Lizardmen with my woodies, I have taken a fair few casualties but have so far managed to pull a win every time.
Definitely stay away from Salamanders, they make wardancers go "pop".
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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.
any army is beatable :yes:
sure an army of skinks sounds formidable, think rationally and it isnt, sure u can contemplate in theory the army and what it could do, doing battle can be an whole other ballgame. A lot of factors determine the outcome of games the main being dice rolls, so nothing is ever set in stone.
with that amount of skirmishers you could easily overun into new units constantly :w00t:
only problem with lizards against woodelves is the salamander as dotr said since that auto hits and we are low tough, and have hard to roll saves
Well people here don't take Salamanders so nowt to worry about there. But a unit of 12 skinks alone can pop out 24+ shots, and against your low toughness and no armour, they could potentially wipe out a whole Glade Guard or Wardancer squad. Remember that they move faster than your Elves!
Also 2nd Gen Slanns pump out so much magic dice that its physically impossible to dispel any significant amount of it, particularly with the FREE magic dice they get for every spell. And it only takes 1-2 successful magic missiles or comets or thunderbolts, etc to mess up a unit coz our stuff is so expensive. That unit of 5 Waywatchers you have? One thunderbolt = dead squad! Its no good attempting to get past the mass skink firepower without too many casualties if the Slann is obliertating half your army a turn! Wood Elves don't have enough dispel ability without investing heavily in expensive mage characters, and if you do that, you don't have room for a Highborn/Noble with those nice magic arrows!
It's my guess that you've had a couple of bad games against a LM opponent and, because you cannot beat them, have decided that they are unbeatable.
Every army can be beaten, you get bad matchups for sure but at the end of the day every army can beat every army. I'm not a wood elf player so I can't really suggest a method of attack.
I'll grant you it sounds like a tough matchup for Wood Elves, but there are a few things I would try.So what can Wood Elves do against such a foe? Nothing in the army list or magic items looks like it can withstand that kind of magical bombardment nor assassinate the toad!!
If you're worried about comets and thunderbolts, try spreading out a bit more. With skirmishers and WE maneuverability, you've got plenty of time to minimize the effect of that comet.
I'd also be using waywatchers - as many units as I could, and probably at a minimum of 6-strong Sure, one thunderbolt will take the squad down, but a unit of 6 waywatchers will also mow through skinks pretty well in CC.
Beyond that, I think Wild Riders would be a good unit to use - Magic Resistant with the best armor save you can hope for in this army. Salamanders may make Wardancers go pop, but I wouldn't skip on the children of loec either.Against skinks, getting 2 or 3 of them to combat is enough to leave a cold-blooded mist in their wake.
The other option, of course, is to take units of eternal guard. They've got at least some armor and can generate static CR to help against the skinks.
I'd say take a scroll caddy and branchwraith w/CoR to build up a decent dispell pool, and then just be very specific about what and when you dispell. Try not to play the game on his terms. I'd almost ignore the frog, since it'll be nearly impossible to kill, accept the fact that his magic will take its toll, and start focusing on his larger units. In the end, it's VP's that will win you the game.
so multishot skinks, not so fearsome lets look at the following penalties:
-1 multi shot
-1 long range
-1 if shooting skirmished targets
-1 if in soft cover
BS 3 = is going to be at least 7's to hit
6 then 4+
this negates poison
rolling to wound
5+ vs dryads
6+ vs treekin/treemen
then you have your saves...
also skinks having blow pipes means they have no armour.
Last edited by maraschino; June 28th, 2007 at 16:13.