[Archive] Dealing with Lizardmen

The Immortal Beard:

Hello everyone,

This is my first post on CDO and I am relatively new to playing CD. I normally play WoC and VC…even dabbling in our stuntie brethren. I have sold off all my regular dwarfs and fully embraced the Father of Darkness.

That having been said, I’ve only managed to get in two games with CD since starting to build the army. Our game group is currently running a campaign between five players which I have been organizing. I have two matchups this weekend at 1000pts to kick-off the event. My first game is a defense against HE and I’m not too concerned about that match. My first campaign attack is against Lizardmen. The previous two practice games were against Lizardmen (played by my best friend) and I lost the first match by about 140pts; got a draw in the second. My friend has been using MSU tactics and skinks to really play hell with the elite armies in practice.

1500pt game

He brought (estimates):

Tettoecko (sic.)

x2 skink priests Lvl 1’s.

x1 Kroxi-skink unit (about 12 models)

x3 10 man skink units with javelins.

x15 Temple Guard

x1 Razordon

x1 Stegadon

I used a list with:

x1 Daemonsmith; lvl2; Metal

x1 Daemonsmith; lvl1; Fire +ruby ring

x10 IG w/ glaives

x20 Hobs with bow and shield

x1 Magma Cannon

x1 Iron Daemon

Any suggestions on what might work well at 1000pts to start out the campaign? The campaign consists of 6 campaign turns. You declare an attack each turn. First attack is 1000pts…each subsequent attack increases the points by 200. There are other rules which may lead to even bigger games, but I’m really concerned with this first go against Lizzies. What do you guys think I should bring at 1000?

MadHatter:


Hello everyone,

This is my first post on CDO and I am relatively new to playing CD. I normally play WoC and VC...even dabbling in our stuntie brethren. I have sold off all my regular dwarfs and fully embraced the Father of Darkness.

That having been said, I've only managed to get in two games with CD since starting to build the army. Our game group is currently running a campaign between five players which I have been organizing. I have two matchups this weekend at 1000pts to kick-off the event. My first game is a defense against HE and I'm not too concerned about that match. My first campaign attack is against Lizardmen. The previous two practice games were against Lizardmen (played by my best friend) and I lost the first match by about 140pts; got a draw in the second. My friend has been using MSU tactics and skinks to really play hell with the elite armies in practice.

1500pt game
He brought (estimates):
Tettoecko (sic.)
x2 skink priests Lvl 1's.
x1 Kroxi-skink unit (about 12 models)
x3 10 man skink units with javelins.
x15 Temple Guard
x1 Razordon
x1 Stegadon

I used a list with:
x1 Daemonsmith; lvl2; Metal
x1 Daemonsmith; lvl1; Fire +ruby ring
x10 IG w/ glaives
x20 Hobs with bow and shield
x1 Magma Cannon
x1 Iron Daemon

Any suggestions on what might work well at 1000pts to start out the campaign? The campaign consists of 6 campaign turns. You declare an attack each turn. First attack is 1000pts...each subsequent attack increases the points by 200. There are other rules which may lead to even bigger games, but I'm really concerned with this first go against Lizzies. What do you guys think I should bring at 1000?


The Immortal Beard
I'd go Iron Daemon vs. Lizardmen. Shots on the stegadon then stomp the infantry :hat off

The Immortal Beard:

That is kinda what I was thinking. I know I’m going to be out maneuvered and out numbered. The kicker with the campaign is that when you attack, you set the points value for the game, but the defender chooses the scenario. The map decides what types of terrain are available.

Since I am attacking on a specialty tile, he has to choose a scenario from the narrative battles section in the BRB. I can’t count on be able to castle up to win. I need to have a balance of mobility and firepower.

I was thinking about a Prophet on a carpet with Hashut, Iron Daemon, Block of BB, and some Hobs to fill out infantry units. I do not think that his MSU game would go well if I were to have a tough/highly mobile caster dashing around in his backfield. Take the shield of Ptolos and dawnstone at lvl3…But it may be a risk to put so many points into a Lord at 1000pts.

***Tactic:

Use Iron Daemon to hold a flank, take out big gribblies, and crash into infantry blocks as necessary. BB would maneuver to meet scenario objectives and blow away anything trying to get too close. Hobs would act as re-directors/skink hunters. Prophet would fly between units out of line of sight. Blast out spells and move to provide leadership bubble where it is needed.

As part of the campaign rules you can choose a hero/lord to be you legendary hero. They get to roll on a chart for bonuses at the start of the campaign and after every victory they are part of. My initial roll grants me a +3" to my leadership bubble if my character is the general. So even on foot I’ll have a 15" bubble.

EDIT ***Models I have to use:

I have:
x2 Daemonsmith on foot models (could be used as a Prophet)
x1 BSB
x20 IG built with S/B
x10 IG built with glaives (10 more in box waiting to get done)
x20 IG in box with GW
x40 Hobs
x2 Deathshriekers
x1 Magma Cannon
x1 Hellcannon
x1 Iron Daemon
x1 Mortar

sam585:

for the base of your force I would take 2 rockets because they really work over skink units, and the monsters too. Take 30ish hobs with bows+shields. And 20+ Infernals with glaives.

MadHatter:

Flying Prophet, lvl 4 Hashut, carpet, enchanted shield and t. of pres. is 400 blank I think. Except for one game when he miscasted himself to kindergarden level and once when I flew to close to elven boltthrowers he’s always my mvp ^^

The Immortal Beard:

Flying Prophet, lvl 4 Hashut, carpet, enchanted shield and t. of pres. is 400 blank I think. Except for one game when he miscasted himself to kindergarden level and once when I flew to close to elven boltthrowers he's always my mvp ^^

MadHatter
It is funny you suggested this. I did something similar.

Lord; level 3. Carpet, Shield of Ptolos, Dawnstone - Hashut (got Ashstorm, Breath of Hatred, and Subjugation)

x20 IG with Std, Mus, S/B
x1 Iron Daemon
x1 Deathshrieker
______________________________________________________________

It seemed like a good plan.

Quick Batrep Summary: (played King of the Hill) narrative battle from the BRB

Set up a deathshriker on the left flank, deamon and IG on the right flank near the hill. Put the Prophet on foot behind the IG. Not worried about shooting, but wanted the "look out sir" from skinks everywhere while still being able to move about if needed. Didn't want to get locked in combat and have the Lord's carpet chumped by tarpits of skinks and cold ones.

TURN1 - CD:
Moved forward with IG and maneuvered Daemon to take a shot at the cold ones. Kept the prophet up behind the IG ready to make a break-out flight if necessary to get into his backfield and take the hill. (his whole army minus a tiny unit of skinks was forward of the high ground set up to block my advance. Cast Breath of Hatred and rolled snake eyes...end of magic phase. I needed the other dice for Ashstorm. Shot two cold ones down with the Daemon but they stuck. Got a direct hit with a demo rocket on his Ripperdactyls but rolled a "1" to wound.

TURN1 - Liz: He advances his troops, moves Rippers up inside of 12" so the rocket cannot shoot at them anymore. He gets 10 dice in the magic phase and I get 5. He has Comet and Chain Lightning on his priest. He casts comet and I decide to let it go through. Statistically it was unlikely to do much and might not even come in. The chain lightning has me worried because my units were so tight on the right side of the board. A river kept me from spreading out more...the daemon needed space to get around it.  The comet lands...puts a single wound on my Daemon and IG....and hits 9 times against the Prophet against all odds. He rolled super high on the range of the comet blast and how many hits he had (9). He failed to wound twice. I saved all but three with my dawnstone re-rolls. DEAD PROPHET in turn 1.

TURN 2 CD:  The deamon moves and nukes his skink priest. I advance. Deathshriker deviates off his cowboy and misses.

TURN 2 Liz: He charges his cowboy into the IG in the flank and fails a charge with his cold ones to get in my front. I wiff all my attacks and he wins. I stick with steadfast and reform to face him. His rippers charge the deathshriker and kill it.

TURN 3 CD: I wiff my attacks and he kills a ton more. STR7 with predatory fighter is a pain. I charge a skink unit with the iron deamon and kill all but 1. They run and I cannot pursue.

TURN 3 Liz: He charges the cold ones into the flank of the IG, moves all his skinks to surround the daemon; 20+ poison attacks...takes all but 1 wound off of it after the volley.

TURN 4 CD: I wipe out the cold ones. The cowboy keeps thrashing my guys. I wiff attacks and wounds constantly. The odd attack gets through and he ward saves it on a 4+.

TURN 4 Liz:  He kills the daemon with skinks. Breaks the IG with his cowboy and runs them down.

The dice gods hated me this game. I couldn't hit or wound to save my life. The statistically probability of losing my Prophet to his spell on turn one was low...but it just proves that math-hammer is good for the odds, but doesn't guarantee an outcome.

As expected I tabled my HE opponent...left him with a single Reaver on the table. I only lost the deathshrieker for my troubles. All other units did fine...even the Hobs beat a unit of 5 Reavers in CC with only 4 models and ran them down!

torn:

sounds like an unlucky fight you had against the lizardmen. I have similar problems against night goblins, being that im always outnumbered and a couple of unlucky rolls can make that gap way too big to close up again. If there is 1 suggestion I would make it would be to have the lvl1 sorcerer instead, keep him with the rocket for re-rolls, use spare points for hobgoblins or khans or if it fits a magma cannon

Skink:

As a matter of fact I wouldn’t have taken the ID against Lizzies because of poison. The. Most. Annoying. Thing.
For our monsters at least. Take a look at our Battle Reports here, even the Destroyer doesn’t last long against Skinks!!!

I played a 1000 points game some time ago against Lizzies. My opponent went Skink heavy and brought plenty of magic. This was my list:

-Daemonsmith with Charmed shield
-Khan on wolf, spear

-20 IGs with almost full command (don’t remember what didn’t fit)

-Deathshrieker
-5 Fireborn

-Hellcannon.

I won the game pretty easily forcing Leadership tests with the Hellcannon, casting fireballs (puny Skinks hate those), and going Hand to Hand with the Fireborn (Burning Bright eats through low T infantry like scalding iron through butter).

In the end he managed to take out the Fireborn, the Khan, half of the IG unit, and the Deathshrieker. The Hellcannon was down to 1 wound as well, but survived… He had almost nothing left!

The Immortal Beard:

Thanks for the feedback guys it is much appreciated. This campaign will go another 5 turns. Next game up is 1200pts, then 1400, then 1600, etc…up to 2000. I’m pretty sure the lizzies will come up again. I’m sitting at 10 campaign points right now, our HE guy is at 8 points. The other three will wrap up their games this weekend so I’ll at least know where I am in the standings. At least I won’t be last! I’m still trying to decide who my attack will be against for 1200pts. The HE player is looking rather tasty as an option right now. Not really sure if I want to take on Skaven, Dwarfs, or Lizzies again at 1200. Maybe I’ll reconsider for turn 3 when I’ve got a bit more bang for my buck.