Specialist Arms Forum

Warmaster => [WM] Warmaster Fantasy Discussion => Topic started by: Doug2361 on March 13, 2012, 08:16:30 PM

Title: WM Lizardmen advice?
Post by: Doug2361 on March 13, 2012, 08:16:30 PM
Hi,

I'm getting back into WM after a hiatus, prompted by picking up some lizardmen at a nice discount (not on ebay, in case you're wondering).

I've been browsing this forum looking for tactics and advice on lizardmen; I found one thread that looked promising but all the most helpful posts had been blanked out-

Can anyone help me here?

Tactics for lizard command structure?
In short, tactics for saurus and skinks?
salamanders worth it?
Roles for Kroxigor and temple guard?
Stegadon, worth it?

All questions refer to the latest version of the GW PDF (V2.2 I believe).

Thanks for any help!
Doug
Title: Re: WM Lizardmen advice?
Post by: jchaos79 on March 13, 2012, 08:52:45 PM
Never played with lizardmen yet... so let see what says the more experience players...
Title: Re: WM Lizardmen advice?
Post by: Haranin on March 14, 2012, 11:22:53 AM
Sorry, all my lizard experience is from before the army rewrite.

A few obvious pointers - your cav is brittle and expensive. With your command radius limitations, you aren't doing any sweeping flank charges with four orders like the high elves.

Your infantry is the key to the list. Learn to love it and use it well. Stinks can either make effective missile screens, so that when the enemy kills them, they are setting themselves up for a charge; bulk up Saurus formations via support or screen flanks.

Beware enemies who concentrate killing your crap units in order to break you. If BP is 6; 6 stink units are more expensive liabilities then 6 kroxigar.

WM is viewed as a knight based game. Learn good infantry tactics, and you will really throw people for a loop.
Title: Re: WM Lizardmen advice?
Post by: Guthwine on March 14, 2012, 08:20:21 PM
@Haranin: What are those infantry tactics? Other than rolling low for as many oders as possible. :)

With Lizards Id suggest you use the terrain especially woods to your advantage. You can create a neat bubble for all your commanders to be in range for divine guidance and without having the -1 for terrain moving your whole line shouldnt be that much of a problem. (even if DG is lost and with average dice rolls)

Remember you can also order your Terradons in a knights flank, attach a wizard and magic them into close combat. And in one turn you got the possibility to eat 110-220+ points more.

In my opinion the lizards are one of the strongest, if not the strongest army in the game. Tough troops (esp. with shield of the old ones) that dish out many attacks and great command values with DG.
Title: Re: WM Lizardmen advice?
Post by: Lex on March 14, 2012, 09:36:26 PM
Slow to the boil, quick on the Kill

you want/need depth, eat away opponents units efficiency with boosted Skink units, remember Evade and the fact that initiative charges dont burn commands.

Think of lizards as a concrete wall with embeded spikes covered by a thin bamboo facade.
Title: Re: WM Lizardmen advice?
Post by: calmacil on March 15, 2012, 10:32:56 AM
1 - Tactics for lizard command structure?
2 - In short, tactics for saurus and skinks?
3 - salamanders worth it?
4 - Roles for Kroxigor and temple guard?
5 - Stegadon, worth it?
1 - For the command structure. As Guthwine says, try to keep your main units within a "diviine guidance" bubble. I'd have these as saurus units (includes temple guard and kroxigors if in the list) aim this block towards an area you wish to control.... could be determined by the scenario, could be a hill you want to conquer...
2 - saurus have the reptilian rule, skinks don't. As mentioned above i'd put saurus near your slaan mage, and skinks flanking using dense terrain as cover. Try and hassle your opponent and slow him down.
3 - expensive troops for the lizardmen army. You already have some expensive but elite troops. They seem okay, salamanders remind me a bit of dark elf crossbowmen, because you want to get within 15cm to shoot them, and they are 75 pnts for 3 stands. Ideally you need 3 stands. I'd try them out, they could be effective at disrupting your enemy.
4 - i'd put these with the saurus. Elite infantry versions, similar role
5 - same as 3, they are expensive. You break point will be very low with one of these. I wouldn't take a stegadon in a 2k game or lower game. Try to aim around break point 10 for a 2k army, or 9.

I like the flyers you can have in your list. I'd use the skink heroes that are commanding your flank troops (cold ones and skinks) to home back the terradons, then land behind your enemy, shooting at them. Then charge in a unit of cold ones, this should be enough to auto destroy almost anything in one round of combat. If your command check fails keep a skink shaman nearby to leap into the unit, and cast "wings in the jungle"
(if you can confuse your enemy with shooting, then charge using that spell it'd be great)
Title: Re: WM Lizardmen advice?
Post by: Claus on March 17, 2012, 09:48:08 AM
Did not read all the posts but well playe Lizzardmen are allmost not to beat.

Golden Rule.....keep them together and best...place them in dense terrain as you don´t get command penalty for that, you have hard hitting troops and a command structure to have virtually 3 commanders with command value 9.

How does my standard setup for 2.000 pts look like:

Slann
3 Skink Heroes
2 Skink shamans
8 Saurus Warriors
4 Skink units
1 Kroxigor unit
4 Cold one rider units
2 Terradons units

This way you can spend 30 pts for magic items....Ring of Magic would be good option
Sometimes I´m varying and using less Cold one riders and more Saurus or Kroxigor but Saurus are my preferec choice as they are the bes unit in terms of price compared to their capbilities.

Tactics:
Keep the units together and place your 3 commanders (the 3 skink heroes ) in an elyptical form within 20cm range of the Slann. This way you have a command area 80 cm from left to right in which you have a command value of 9 for the skink heroes.

You don´t need to be fast ...just bring your troops in place where you have the tactical advantage of terrain, position...whatever. Normal the 3rd turn or 4th turn is the point of action in my games where I try to hit my opponent as hard and as massive as possible. You even can do frontal as you have hard hitting troops with good support magic "shield of the old ones"

If you face an opponen with lots of cavalary...use your Terradons and shamans to catch them as soon as possible by commanding the flyers in the edge and either command them to attack an if this fails...you still have your magic to do this "Wings in the jungle" and for this the "Ring of Magic" would be well invested points. This way you easily can kill 2 units of hard hitting cavalry (als Chaos Knights...no problem)

There are also other ways to play Lizzardmen. You only need to keep in mind .... this is an elite army with hard hitting units and this said.....you should attack to use this advantage and not wait in defensive positions.


Regards
Claus