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Made in us
Fresh-Faced New User




So I got into Lizzards because of the big dinosaurs, which look amazing but as I now know are cannon fodder.

My typical list features:
a tooled up Slann LM High Magic BSB +1 Ldr
2 Cowboys
Gor-ak
35 warriors
3 blowpipe skirmishes
26 TG
Steg
2x2 sallies

Here's my problem this list is getting out performed in each phase by the regular top tier players at our tour kea.
I've beaten these guys before with my Orcs so I feel as if our generalship is pretty even.

The three armies are:
WoC w/
"Unkillable Nurgle DP"
Skull rushers

Tomb Kings
Death Magic w/ a magic phase that regularly generates 10-12 dice
Casket
The ability to add an 'extra' die to each casting

Empire
1+ armor save knights
Steam tank

I have yet to find a way to build a list that can stop the DP, the magic, and the high armor saves. Lizzards feel as if they suffer from trying to do everything but aren't good at any one phase in general.




   
Made in us
Regular Dakkanaut




Sounds like salamanders would under perform in that meta with all the armor and toughness.

Flanking kroxigor and sharpened stegadons could be the answer to your problems if you can get the matchups you want.
   
Made in us
Longtime Dakkanaut





Lizards can dominate magic phase. Though harder vs. TK.

Blade of Realities may be able to take out the DP.

Vs. TK you could swap your Slann (if you have one) for Lord Kroak. Doing 3D6 S4 hits on a 10+ in an AE is pretty rough. And you figure you can get that off 2-3 times a round, that's a lot of dead skeletons. Only purple sun is scary.

Ripperdactyls can probably do a lot of dmg vs. knights. They can toad them and KB. Kroxigor are S7 and that can take out a Stank.

   
Made in us
Killer Klaivex




Oceanside, CA

Lore of Metal for the slann.
It really helps against both Empire and Chaos, and if you don't take the signature, it's pretty good against TK as well (+1 to hit armor piercing saurus is nice).

I've done better with a stripped down slann and an oldblood. It lets you go toe to toe with big nasty monsters (re: steam tank, sphinx and daemon prince).
Ripperdactyles help against knights, and hunt TK wizards vs effectively. Against chaos, they can hope for a flank charge on the crushers, or just hope to volume of attacks kill a chaos monster (unlikely the prince).


 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Regular Dakkanaut




If you want searing doom that bad, consider taking high magic and switching into it. If roll blades of Aiban. Great! Then you have hand of glory and blades.
   
Made in us
Guarding Guardian



Southern California

I find a fantastic unit for monster hunting is a skrox unit that has poison for close combat. You get as much as 2 chances to hit them with your javs probably doing a wound or two. then if he focuses on your skrox your skinks will probably kill him, and if he focuses on your skinks then you should have enough of them to weather the storm and still do a lot of damage. Trust me, this is our best monster hunting block out there.

Use it against all high toughness/strength opponents. you will not be disappointed. I have been running them in horde formation which gives you 14 javelin attacks each time you can shoot. and it allows pretty much all of the skinks to fight at the same time giving you even more chances for poison.

I was crazy once... 
   
Made in us
Inspiring Icon Bearer






As a TK player against lizzies. I find the CAsket is really only good to cast against stegs, and cold ones. but the dice is a bonus, you lack cannons but have a lot of little poison attacks and find I need to pack myself tightly and shoot your squish before it drops my big guys.

The titan+casket+akhan the back combo is likely the most efficient magic set up in the game. and can easily Psun on 3 dice.

Lizzies however using a scroll and cube combo can thoroughly close down a magic phase when it's critical and bring on the pain. A Oldblood is far scarier than the slann with a GW, as he can really hurt a sphinx fast and death magic isn't great on him.

3000
4000 Deamons - Mainly a fantasy army now.
Tomb Kings-2500 Escalation League for 2012

href="http://www.dakkadakka.com/dakkaforum/posts/list/311987.page ">Painting and Modeling Blog
 
   
Made in us
Skink Chief with Poisoned Javelins




New York/Michigan

You need some Terradons or Ripperdactyls. They are two units that are so helpful it's not even funny. As Fast Flying Cavalry are the ultimate redirectors for those knights and can kill the war machines/lone wizards. Plus they have Vanguard!

I think that, rather than picking one of the eight lores, you would be better turning to Loremaster (High) or Wandering Deliberations. Most of High magic's spells are useful, but you can cast some of those less important, and then swap them out for another spell from on of the eight, tailoring the spells you have to fight the enemy you face. There is a great advantage against Dwarfs (not on your list) worth noting, from the Arcane Unforging against their pesky runic banners.
Wandering Deliberations is also great. With all the signature spells from the eight lores, you can really pick and choose the most effective spells to kill what you face. Metal for the high armor saves, light for the undead, beasts for a buff, fire for damage, death for characters and more PD. Truly a great option.
   
 
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