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8th Ed. The dreaded skaven!

Discussion in 'Lizardmen & Saurian Ancients Discussion' started by Genty, Sep 14, 2010.

  1. Genty
    Saurus

    Genty New Member

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    So i got a game this Thursday 2000 Points against me old mate using his dirty rats.

    He runs a Doom Wheel, Hell Pit, Large block with Screaming Bell and Seer, block Storm Vermin, Block Plague Monks and i think a unit of 40 Giant Rats with that Champion thingy which he likes to cast Death Frenzy on.

    Any tips or advice?

    Much appreciated!

    Genty.
     
  2. Xul
    Temple Guard

    Xul New Member

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    skink poisoned shooting on abomination, salamander to toast the infantry blocks (and force panic tests for the ones without frenzy). not sure about doomwheel and the bell - maybe toast with magic?
     
  3. strewart
    OldBlood

    strewart Well-Known Member

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    If you want to take it, the blade of realities is a nice weapon against a screaming bell. it doesn't have a leadership value thus it fails all leadership tests automatically, simply direct one or two attacks on it and obliterate it. With a ld of 8, it should have a decent chance of bringing down the abomination too, and probably the doomwheel which I believe gets the 7 of its crew since you can't target wheel and crew seperately like you can with the screaming bell.
     
  4. Wolfun
    Skink

    Wolfun New Member

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    HPA I took two wounds off with a single squad of Skirmishers (my normal Skinks also did 2 wounds to a vermin lord).

    The HPA is a horrible thing. I'd just flee/reform with Skinks till it's dead.
     
  5. Xlcontiqu
    Ripperdactil

    Xlcontiqu New Member

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    After facing Skaven at a variety of point levels, with a variety of armies (not Lizardmen unfortunately), let me tell you what worked and what did not for me.

    Worked:

    Tying up the HPA with a block of troops.
    Taking a high amount of troops and low point heroes.
    Lore of Shadow to insta-kill warmachines, etc.

    Did not work:

    High point heroes, low model count.
    No magic.
    High amount of warmachines.

    My advice if you are playing Lizardmen. Take two or three large units of Saurus, probably 15+. Take a Slann and one other hero. (Any magic should work with the Slann really, personally I would go with Light/Life/Shadow). Do not take a bunch of high cost models. Go forward and smack face with any infantry unit he has. None of them can match Saurus in combat. Deal with his warmachines with shooting/magic.

    Hope that helps a little.
     
  6. Genty
    Saurus

    Genty New Member

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    Cool thanks for the advice.

    I think thats what im scared of comitting in a full advance but i have to break that dont i.

    Also if i can get the +4 Toughness on a unit of 20 Saurus that should help fight against the HP.

    Im really hoping the Sallies do some good as i have 2 units of 2 with extra handlers.

    I will write a review tomorrow night and let you know the outcome.

    Thanks all!

    Genty.
     
  7. Genty
    Saurus

    Genty New Member

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    All i can say it that Hellpits are broken! Extremely broken!

    And Salamamders ROCK!!!!!!!

    We had 2 games and i lost both. Just could not do anything with poor winds of magic rolls and im not joking you the hell pit is shockingly disgusting.

    Still back to the drawing board.

    :artist:
     
  8. Xul
    Temple Guard

    Xul New Member

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    could you give some more detail on the hellpit? what did you try to do with it? what happened?
     
  9. Genty
    Saurus

    Genty New Member

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    Here is what i can remember,

    First idid not realise you could not flee from its compulsary move and with a roll of 5, 5, and 6 it went into some skinks i had ready to push out onto the right flank.
    It as you could imagine ran over them like nothing and then over ran into some saurus behind.
    With its impact hits, then 3d6 attacks again rolling 5, 5, and a 2 then thumderstomp it pretty much crushed my right flank which then in his next turns he rolled up my lines with it.
    I had 6's and 4's winds of magic rolls while he was rolling 5 and a 6 :depressed:
    I could not do much as for shooting as his storm banner seemed to last forever and the poor skinks were all over the show.

    2nd game i did much better almost won.

    2 units of 20 Saurus charged into its front and again it just rolled insane butchering my units with ease. I could not boost to toughness 8 as he had the screaming bell and did not fancy the d3 Wounds on each model and i did not have enough dice to have a decent magic phase.

    I did throw 6 dice at dwellers hoping for a miscast but nothing came up. In his last turn he managed to kill my Slaan and A unit of Saurus which game him the win difference of points was the Slaan's

    It was my first 2 games with the Lizards and im not giving up on them. Its going to be a hard slog but i think the Lizards are for me! Ant this forum is pretty dam cool.

    His army is pretty powerfull and he definately knows what he is doing. for example he will whittle down the Slaans unit then he will powerscroll the 13th spell onto it making you want to quit the hobby :(

    It just seems that skaven have special rule upon special rule. The large things having 360 sight so you cant scout, And even if you did they would compulsary charge you and you can not react to the charge!

    Grrrrrrrr
     
  10. The Hunted
    Carnasaur

    The Hunted Active Member

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    That's because they do....

    The Hunted
     
  11. Xul
    Temple Guard

    Xul New Member

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    well, that random move was nasty...

    better luck next time.
     
  12. msinosic
    Kroxigor

    msinosic New Member

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    Just checking...

    Page 111 – Storm Banner
    Add “One use only”. Change the start of the third sentence to
    “All shooting attacks that don’t use BS [...]”.

    Did you play it as one use only?
     
  13. Xul
    Temple Guard

    Xul New Member

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    it is 1 use only, but then you roll D6 for it each turn. on 3-6 the effect stays. now that's what I call a MAGIC banner :)
     
  14. boothby1991
    Jungle Swarm

    boothby1991 New Member

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    That is not correct. When the Stormbanner is activated you roll a dice at the start of each player turn. On a 1-3 the banner continues, on a 4-6 it ends!

    Unlucky though Genty, you should do better next time now you've had a few games with your lizards!!!
     
  15. Gor-rok
    Terradon

    Gor-rok Member

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    Remember, you can deploy your scouts within line of sight of the enemy now; you just need to start 12" away from any enemy unit.
     

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