[Archive] Chaos Dwarfs vs Lizardmen(1)

KramDratta:

First time playing against Lizardmen with Caos Dwarfs? Any tips/combos/tricks I should be on the lookout for?

My opponent has (2000pts)

Skink chief on an ancient stegadon

2 Engine of the Gods

2x 3 terradons

3x 10 skinks

1 Stegadon

1 Ancient Stegadon

I have 8 bolt throwers, earth shaker & Lvl4 & lvl 2 mages. My plan is to slow him down with the earthshaker, whilst concentrating bolt throwers and magic on one stegadon at a time, hopefully killing most of the army by the time he gets to me…

Ancient History:

Aim the Earthshaker at the Engines of the Gods, if possible. I don’t know what your main body is, but try to match up Blunderbusses against the skinks, skewer the stegadons, and if you have any wolfriders focus on flanks and preventing marching. Make sure you leave a guard to protect your war machines from the terradons.

KramDratta:

As my core I have:

2x 20 Chaos Dwarf Warriors FC

16 CHaos Dwarf Blunderbuss & Musician

6 Bull Centaurs GW HA & Musician

2x 21 Hobgoblins LA & Sh

Bull Centaur BSB & Hobgoblin hero should defend the war machines from terradons.

qwe50:

I don’t undestand

you opponent have to have a shaman to have an Engine of the Gods ? it’a a mount for his skink shaman so he have 2 engines with skink shamans ?

I think you shouls have a BC lord with armour of gazarakh, gauntlets of bazarakh and a great weapon - he can take Stegs in CC

Also try to shoot his shamans then the Engine won’t work.

Then you need a hobgoblin hero on a wolf to keep terredons from you bolts.

Proposal

Chaos Dwarf hero (general) with armour of the furnace and a great weapon - just to get ld 10

BC lord with armour of gazarakh, gauntlets of bazarakh, talisman of protection and a great weapon - steg killa 5A S8 rules!!!

hobgoblin hero on wolf with sword of might, heavy armour and enchanted shield. - charge range 18

Sorcerer with 2x dispel magic scrolls.

Bolg:

As my core I have:

2x 20 Chaos Dwarf Warriors FC
16 CHaos Dwarf Blunderbuss & Musician
6 Bull Centaurs GW HA & Musician
2x 21 Hobgoblins LA & Sh

Bull Centaur BSB & Hobgoblin hero should defend the war machines from terradons.

KramDratta
With this list you cant possible take on 3-stegadons.
where is your eartshaker? and I would put 4 Boltthrowers in there, the God engines are your primary targets slow them down with the eartshaker and wolfboys and shoot shoot shoot with your bolttrowers.
(stay out of 6 inc but withi 8 inc with your wolfboys).

Oh and give aditional handweapons to your centaurs 3 S4 attacks is great against skinks (and they still have the greatweapons against the rest)

qwe50:

i’ll continue ny proposal

Chaos Dwarf hero (general) @ 111

with armour of the furnace, shield and a great weapon

BC lord @ 241

with armour of gazarakh, gauntlets of bazarakh, talisman of protection and a great weapon

Hobgoblin hero @ 91

on wolf with sword of might, heavy armour and enchanted shield.

Sorcerer @ 115

with 2x dispel magic scrolls.

Lords/Heroes 556p

23 x Chaos dwarf warriors @262

      full command and war banner

20 x Chaos dwarf warriors @210

      full command

10 x Blunderbusses @120

10 x Hobgoblin wolf riders @ 140

       Light armour, Shields, Musician  

10 x Hobgoblin wolf riders @ 140

       Light armour, Shields, Musician

21 x Hobgoblins @ 94

      Light armour, Shields, Musician

2 x Hobgoblin Bolt trowers @ 60

2 x Hobgoblin Bolt trowers @ 60

2 x Hobgoblin Bolt trowers @ 60

2 x Hobgoblin Bolt trowers @ 60

no need to play nice against a beardy 5 steg list!!!

Shaker @ 110

6 x Bull Centaurs @ 126

     Heavy armour

Total 2000p

edit 09/03

qwe50:

sry Blog u can’t have both the rule say “may swap great axe for adhw”

KramDratta:

So to recap:

Earthshaker to slow the Stegadons down

8 Bolt Throwers shooting at the stegadons,

Bull Centaur BSB & Hobgoblin/Wolf to protect war machines.

What about magic?

I was thinking of going for Metal (Stegadons are 3+ whilst crew/characters are 2+)

Still unsure wheter commandment of brass works on howdah weapons.

Gar Shadowfame:

no only against warmashines, i’d have gone for 2 shakers since slowing steggies down is a prio.

as for magic, i’d say metal to hit engines, remember that stegadons 5+ ward save wont work against metal spell 1 and 6 since these are not magic missiles.

Bolg:

@qwe50 great list against that many stregs (:.

Thanx for clearing up the centaur weapon rules didnt know that.

I personally would bring a BSB and drop the wolfboy hero but thats just me.

good luck and tell us how it went.

(and remember, you can place boltt’s behind units if you want to shoot large targets)

Da Crusha:

regarding Qwe 50’s general, give him a shield that way you can choose at the beginning of combat if you want to use the shield or the great weapon, since your not using a magic weapon then your shield will give you the parry bonus as well. so you can choose:

4+ AS with S6
or
2+ AS with S4

don’t forget your general has only 2 wounds. it’ll be the best 2 points you’ll ever spend.

and concerning the bull centaur lord, I love this build and I remember building him to take on heralds on juggernauts, the biggest flaw about this guy is he’ll hack the heck out of friendly troops accompanying him so I would suggest keeping him out of the bull centaur unit since he almost always kills at least one of his own every combat.

KramDratta:

@Gar Shadowfame: “remember that stegadons 5+ ward save wont work against metal spell 1 and 6 since these are not magic missiles” - very good tip & I was not aware of that. Will certainly go for metal then.

@qwe: Since I have only 250 points extra to ‘upgrade’ my army list for round 2, I will follow your suggestion and max out on bolt throwers (60) and add a unit of goblin wolf riders with LA, Sh & mus (140). That leaves me 50 points (either 10 hobgobbos with bows) or else give HG wolfrider bows & 1 unit of naked HG for quarters.

Game should be set for next week so I’ll keep you all posted. Thanks a lot for your patience and good tips.

Tarrakk Blackhand:

I used the Earth Shaker and landed the shell right on top of his Saurus Veteran. I recommend Earth Shaker, Death Rocket, 2 Bolt Throwers, Blunderbuss crew (At least 2) and Hobgoblin Archers. Make sure you place in a Hobgoblin Hero on Wolf with a Great Weapon to clean up his heroes.

(1000 Pt game)

qwe50:

The BC lord could / should deploy with one of the Dwarf units and charge the first steg that in range :slight_smile: he is going to make 3 or 4 wounds each CC round so he don’t need a unit. Biggest problem is if he can’t get into CC and get shoot at.

Thorne:

biggest thing CD’s have !

[size=xx-large]“ORDINANCE!”[/size]

The more the better

KramDratta:

So … just finished the game against the Lizardmen.

I deployed the bolt throwers directly behind my Chaos Dwarf blocks (refused flank) to prevent the Terradons from charging them and still shoot @ Large Targets. My opponent played very defensively, having 3 Stegadons (2 Engines & Skink Chief on the other end of the table. His 3 units of Terradons (4 each) kept to the forests and did not commit to the attack.

In the last turn, an Earthshaker landed on a Engine (max range + 10inch scatter onto the Stegadon’s head - a shot blessed by Hashut Himself ). 6 Wounds on the Stegadon. Very minor win for me.

Against his army, I don’t know what I could have done different. He was very lucky with the magic, 4 Irresistible Force Uranon’s Thunderbolt decimated the Bull Centaurs and any hope of my charging his Stegadons. He kept hiding his units behind or in forests, all the time out of range/sight of my war machines.

I wanted to thank everyone for their tips. I will try the Bull Centaur Lord combo in the next game vs Lizards as I want to see his face when the lord ploughs through his Stegadons !!