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Discussion Starter · #1 ·
My friend and I are going to play a 2000 point battle. I play Lizzies, and he has chaos (hench the name!) All I know is he is going to field some knights with his genral, wich is equiped with the spell eating sheild, normal warriors, some kind of warriors with great weopons, minitors, and a hellcannon. I'm really at a loss of what to do, but i was thinking like terrradons or chamelons to take out the hell cannon crew, but I never fough one, so I dont know if thats good or not. Also should I go with a Slann or something else? Ya, so if you could help me out, even with a little piece of advice, that would be awsome, and thank you.
 

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Discussion Starter · #3 ·
Well I'm not totally sure, and I'm not doing points right now, but probally 2 units of saurus, except I dont know how many to field. I usually have 20 in a unit. terradons or chameleons, slann, probally, but im not entirely sure, and im thinking about kroxigors, or instead possably calvary. Oh and two units of skinks with javlins as shields. My friend that I'm playing is buying me a stegadon, b/c its my birthday soon, and so i might wanna field that, although i've never used on before. I know that this isnt alota help, but im typing this inbetween hw, and going to sleep, so if u don't write anything I know why, haha.:yes: But mainly, im wondering about lords, b/c he said he made like an anti-magic army, but he himself isnt using any wizards. so I was thinking of possably suprising him with a carnasaur or something. Just an idea.
 

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I've never played any games against chaos, but judging by what I've heard of their great armor and awsome cavalry, i would definitely not leave home without the Kroxigors. Just use a screen in front to soak up their knights charge, you definitely want to be the one doing the charging!
 

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There are many ways of fighting him, I can just give some general advice.
- Use at least 1 big unit unit of Terradons to try to take out the Hellcannon. Though if you're taking a Slann your best bet would be to bomb the damn contraption with magic 'cause deamonic engines tend to fight back and may repel your Terradons.

- Kroxigor are a good idea because Chaos Warriors and Knights have very good saves. Krox are good at opening these tin cans. Plus they have good mobility to boot.
The same goes for a JSoD, a very valuable addition.

- Use Skinks to clean up any Warhounds he might have.


Tai'shar
 

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Discussion Starter · #6 ·
No he's not using hounds, but I found out what the great weapon things are. They're Khorngors. Oh and he's actually using two warriors.
 

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Ok, i play against chaos a lot. I usually win, and this is what it do.

I use fear. it destroys chaos, charge with a lot of fear, then his armor wont matter cause he is autobreaking anyaway. krox destroy chosen knights. check out my army in the army list forum for some ideas, its called fast, fear.

If u want to go with the more traditional army and use more blocks of saurus, just make sure u have some krox or SCoR to back them up.

also make sure u use skinks to set up charges. just post asking for an explanation if u need one. And frenzy bate the kornegors when i play frenzy i almost always will end up with the charge.

for the hellcannon, i would just leave it alone. from what ive read(dont know exactly what it does) it cant really kill guys from range. unless your in flame range it can just cause panic i think.
It is really much better in combat than at shooting. terradons probly wont scratch it.
If u do want to mess it up i guess use the terradons to kill the crew, then it rampages or somthing(sorry i dont really know)

also if he is goin anti-magic w/o his own magic you can bet he is using korne. so dont use any magic, it wont do much. watch out for chaos lords, they is death incarnate. try to avoid them even if u have a good oldblood, itle be a challenge for your oldblood. just let your lord rack up the combat rez from his normal guys. If he does get in the position to challenge your lord with his, accept and hope for the best. The best way to kill his lord is to fear his unit and he will run with em, then run him down.
dont try to actually do all of his wounds it really hard especially if he has armor of damnation.

If you do decide to use fear, make sure you have a lot, you have to be able to outnumber him by the end of combat.

well thats probly more than u need so im out.
 

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Discussion Starter · #8 ·
Ya, from all of the advice above, I'm deff. going with some kroxigors. But one question, how many? The normal 3? And yes he goes Khorne all the time. What would you have to say about Stegadons? And if I was to use an Oldblood, would I want to give him the Jaguar Pendant? Otherwise that really helped me, thank you, alot!:w00t: My battle is tomorrow at noon, so I'll try to devise an army list for u guys to look at before my battle.

P.S. What does "And frenzy bate the kornegors" mean?
 

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He means use the fact that frenzied creatures have to charge if able to to your advantage. u can make them charge something he doesn't really want to and that could set you up for a better charge urself.

Skinks make for a great shield against ranged attacks, but if charged in combat be wary that he will most likely wipe out the entire unit. then overrun into something that was sitting pretty behind them, so be careful.

Good luck, the forces of lustria will surely wipe the floor with their oldest foe!:)
 

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well, about the stegadon. It is a lot of fear (actually terror) causing unit strength so join it up with something else that causes fear for some autobreaking. So i would say sure go ahead use it, but only if u have enough other fear causing stuff.

I wouldn't give your oldblood the JC. He is too valuable to go runnin off by himself, let a scar vet do that.

For the krox i like 4 just because its 3 more fear causing unit strength for every krox. so i like the extra one. most peeps like 3 cause its more manouvarable, but i havent really noticed a difference.

Instuctions for frenzy bait: Set up some skinks in front of desired frenzy unit. Make sure that when the frenzy unit overruns they will be in charge range of one your units. then he has to charge the skinks, and he has to overrun(he has no choice). then u get a free charge.
just make sure that the unit u want to charge with is about 10" or so away from your skinks. if you get the wrong distance that unit might fall short of the charge, or might get overruned into. also if u think u need more or less distance from the skinks just do what u feel is right. 10" is good cause it doesnt get rolled on 2 dice very often but u will almost never be short of the charge after his overrun.
also add more distance when applying to enemy cav. they get 3d6 overrun so be carefull

this can be kind of risky cause if he overruns too short you wont be able to charge and if he goes to far he'l run into you. (also your skinks die) :( but worth it
 

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Discussion Starter · #11 ·
Okay. Well my last question before I post my army list is, slann or oldblood? I'm truely not sure. And for ever wich, what should I equip them with. I was thinking for an Oldblood, maybe either the Piranha blade-wounds mult. by two. Scimitar of the Sun Resplendent-+2 attack. or Burning Blade of Chotec--2 armour and counts as flaming. Oh and maybe like The Maiming Shield. And if i had venom of the Firefly Frog, I could have 6 poisoned attacks, if i go with the Chotec sword. Also any ideas on spawnings?


Now if I were to do a Slann, I would probally go with Fourth Generation. Divine Plaque of Protection(for the bloody hell cannon) and either Plaque of Dominion, or Plaque of Tepok
And if I did choose Slann I would go with a priest obviously, with 2nd level and ummmmm I don't know what else.

I will post my "rough draft" list soon. Thnx for all the help. You guys rock!:yes:
 

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Might be a bit late but I just had an idea about dealing with Hellcannons.
They do ALOT more damage in CC than shooting, the really dangerous thing about their shooting is the panic-tests you have to take. Don't get into a fight with it as you won't be able to dent it and it's going to run you over no matter what....most of the time.
The idea?
Well, if you get close enough it is going to rampage after you, effectivly making it useless as it doesn't get to use its shooting abilites and unless it catches you it's not doing any damage at all. The two kind of units that has a chance of getting close are skinks(regular scouts or chameleons) and terradons. Skinks are good as they get a lot of shooting attacks, the crew is the only vulnerable point on the HC, but they are paperthin and can be run over or panicked quite easily. Don't forget that the darn contraption can womit all over you! Quite nasty.
Terradons have a better chance of getting away with inciting rioting behaviour as they are fliers, the javelins might not do anything but it the close comfy feeling that counts. Park them as close as you dare, hope they pass any Ld-tests they have to make(Ld5 sucks) and pray that the cannon doesn't ignore them. Its special rules makes it impossible if you park 2" away but then you're just asking to get run over. Once the cannon riots flee, you should be able to get away and rally later. Using a 105-pts unit to occupy a 200+(?) isn't such a bad deal.
Things to keep in mind:
If you can, park the terradons so that when the cannon follows you it moves towards the rear of the chaos army. If your opponent is having a really bad day there might be a chance for you to use a second bait to propel it into his own troops. If he has been stupid enough to leave troops close enough to the cannon so that it will rampage into them he had it coming.
Watch out for the table edge. Fleeing terradons have a adequate chance of rallying unless they flee out of the table. Then they are dead, gone and lost. Don't park them between the cannon and a table edge....duh.
Also be mindful of where the terradons might end up after they flee, even though they might not be that large of a unit they might still trigger panic tests( from being run over and destroyed or just fleeing etc.) in you other units.

Basic stuff perhaps but I think this might actually work. Let me know if anyone out there have had any experience with this tactc.
 

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Discussion Starter · #13 ·
Dam, I lost, but it was a very close match and I thank everyone dearly for the advice. I think that the highlight of the game was were my skinks killed 2 minotars, haha great stuff. I had fun though, but the chaos threat is stronger and I must push on!:((
 
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Out of curiosity how did you deal with the hellcannon and was it effective? Also how devastating is it? It looks really powerful. I ask this cause I have no one to play against that has choas and just wanna hear about them.
 

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I was in control of the Hellcannon in this particular battle, and it wasn't as effective as usual(cold-blooded grrrrrrr...) but HanezKing did nothing to it. It only managed to take out 5 or 6 saurs during the whole battle. My khorngors and chosen warriors and knights get the mvps for this battle.
 

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Discussion Starter · #17 ·
Ya lucky the hell cannon didn't feel like wreaking total hell over everybody. I mean my Slanny took a straight shot lol, and it just bounced off his tummyyyyy! haha:yes: Otherwise it's one scary mother ****er, because you have to take panic tests, and if the controler wishes too, they can have it shoot like 3 shots in one turn, in a low ld army, they can theoreticly all run off the board.
 

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Discussion Starter · #20 ·
ya the blooded one is the chaos player, im the lizardmen player, Drazule is my brother, he does skaven, and RipperRoo does TK.
 
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