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Post by Lizards_of_Renown on Jan 5, 2020 13:32:18 GMT
Hi Guys,
This coming weekend I'm having a rematch with a friend with my Lizardmen versus his Warriors of Chaos.
Last battle was very close, but he managed to flank me with a unit of Chaos Knights and between them, a DP and a CW unit, they nerfed my Slann & TG unit. He is a lot more experienced than me as a general, but said that I had played well. When we added up the points, he had won, but not by a landslide which was heartening.
I'm planning a different tactic this time:
Slann, Becalming Cogitation, Harmonic Convergence, Focus of Mystery, Channeling Staff, Soul of Stone, Ironcurse Icon
OB, CO, Armour of Destiny, Dawnstone, Other Tricksters Shard, GW
Skink Priest
SV, CO, LA, GW, Sacred Stegadon Helm, Seed of Rebirth
SV, CO, LA, GW, Tricksters Helm
(decided to skip ward saves on the two of them so that I don't accidentally nerf myself with the OTS, but gave them stuff which should help them survive any direct attacks and still have the 1+ save)
2 Blocks of 29 Saurus with Spears (paired with Stegs below to give them 6+ ward)
10 Skink skirmishers to protect priest
27 Temple Guard to go with Slann
5 COR to go with OB and both SV's
2 ancient stegs with EotG and Sharpened Horns (in case they get get a go at Trolls or the DP)
The plan is to tie up the inevitable CW units with the SW and TG, then flank with Stegs. Go after the Chaos Knights with CO unit (with the three characters) and use high magic to go ethereal, flank them, nerf them completely and over-run into other units.
Use High Magic spells like tempest and hand of glory (a bit pointless against basic WS 5 troops with characters WS8 or above) first and then get Searing Doom and then Shem's Burning gaze to be able to do some attacking.
Any thoughts or experience to be shared are welcome.
Cheers!
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Post by knoffles on Jan 6, 2020 18:27:57 GMT
I’m new to Lizards so take what I say with a large pinch of salt. My first though is run some of your Saurus characters outside of the cold one riders. It will be easier to then run them where you need to, especially against his more mobile elements. With only one unit of skinks, you can also use the Saurus characters as chaff.
Also, is it worth taking two engines of the Gods? It seems quite pricey to give a Ward save. I appreciate they also give +1 initiative and a bound spell but the initiative will make little difference vs WoC and with a Slann, I’m not sure how often you cast the bound spell twice. Does the +1 to cast impact High magic? (Not near my book at present) and does it stack with two engines?
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Post by Lizards_of_Renown on Jan 6, 2020 23:08:44 GMT
I’m new to Lizards so take what I say with a large pinch of salt. My first though is run some of your Saurus characters outside of the cold one riders. It will be easier to then run them where you need to, especially against his more mobile elements. With only one unit of skinks, you can also use the Saurus characters as chaff. Also, is it worth taking two engines of the Gods? It seems quite pricey to give a Ward save. I appreciate they also give +1 initiative and a bound spell but the initiative will make little difference vs WoC and with a Slann, I’m not sure how often you cast the bound spell twice. Does the +1 to cast impact High magic? (Not near my book at present) and does it stack with two engines? Thanks for the input! I like the idea of having the two SV's roaming around. They can be directed into combats as needed. Hmmmm.... They don't actually give the +1 initiative, just the 6+ ward, -1 casting cost to one of the eight battle magics per turn (not including HM) and then the bound spell. I figured that since the bound spells hit anything within 4D6 inches that between the two of them I could probably be hitting each of his units (which will be closing rapidly for combat) twice meaning 2D6 S4 hits. Not amazing, but something. Doesn't stack unfortunately... I'm going to look over the Bastiladon because I could probably afford it without the EotG... It was my way to have the Saurus units have both spears and the 6+ ward save. I think you have a good point. Let me check it out. Cheers matey!
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Post by knoffles on Jan 7, 2020 5:57:59 GMT
Ahhh it’s the solar engine on the bastiladon that gives +1 initiative apologies on that.
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Post by dannytee on Jan 10, 2020 11:49:32 GMT
Looks solid, I don’t have much to say. Only minor suggestion is I would downgrade one of the engines of the gods to a plain ancient steg and use those points toward a dispel scroll on the skink priest.
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Post by dannytee on Jan 10, 2020 11:51:28 GMT
Also, it is likely with only 1 skink unit your opponent will have more chaff than you. So I would suggest focusing some magic onto his chaff units to even that up.
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