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Made in gb
Lurking Gaunt




I have a lizardman army and my friend has a huge legion that vastly outnumbers m]ine. any tips on how to defeat tomb kings.

This message was edited 1 time. Last update was at 2012/01/27 17:11:19


 
   
Made in us
Fanatic with Madcap Mushrooms





Auburn CA

You just need to go majorly on magic defense. Shut down his magic phase and you shut down his army

 
   
Made in us
Charging Bull





Temple of Zakarum

What point level are you playing and what is giving you the most trouble?

I would do the same thing and get the slann within range of the main caster for discarding 6's.


16,000 points daemons fantasy
6000 points lizardmen
3500 points ogre kingdoms
1500 points tau BFG 
   
Made in gb
Lurking Gaunt




2000pts. Its the weight of numbers thats getting me.

 
   
Made in bg
Cosmic Joe





Bulgaria

Sallamanders.


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in nz
Longtime Dakkanaut



New Zealand

+1 to Salamanders if its large amounts of infantry that's giving you trouble.

In general though Lizardmen should not be getting overrun purely by numbers, they are tough enough and hit back hard enough to be winning combat against most standard infantry in the game let alone lowly Skeletons. Usually the issue is that a bus of Skeletons pin you and then a heavy hitter of some kind hits you in the flank and breaks you, which really means its the heavy hitter which is the issue.
   
Made in fi
Tough-as-Nails Ork Boy






One good tip when fighting against undead: kill the weenies first.

Skeletons are decent fighters and can function adequately as a tarpit, but the one thing they really excel at is dying. All Undead are Unstable and that means any combat involving skeletons is a huge risk to any other unit, especially monsters/snake-riders/chariots. A unit of charging chariots can probably score enough kills to win a combat despite the skeletons dying in droves, but something like a Warsphinx can crumble away with just a little bad luck.

A Tomb Prince or a Tomb King is what makes the skeleton tarpits function, if you can get rid of those (not that hard with even rank-and-file Saurus), the skeletons become free CR.
   
Made in us
Liche Priest Hierophant






Beware the Curse, though. If you snipe the King or Prince out with magic, your Caster is getting hit back, hard. It's worth it to snipe out the Heirophant, though, as then the army starts to Crumble.

Basically, your biggest advantage is Cold Blooded countering the various Fear, Terror and Panic causers, and the ability to nerf magic by entire dice- as Warbrucey said, Skellies excel at dying, but they also excel at getting back up with a couple spells cast on them- if you can keep those spells from being cast, they'll shrink faster than you'd think.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in gb
Sinister Chaos Marine







Don't try and beat me... you cant

++Warp rift detected please respond to heretic threat with extreme prejudice++ 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

What lore is your Slann running? He is in a unit of Temple Guard right?


A Life Slann basically does what TK do with their troops, but does it to better troops.

Dwellers is a good way to take out blocks of Skeletons, average you'll kill 1/2 of them.

Skinks will destroy Sphinxs.

Salamanders are good against large blocks of skeletons.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Liche Priest Hierophant






Sallies are also good against any of the Lords or Heroes of the TK, since they're all Flammable, and the entire group the Heirophant is in gets a 6+ Regen save, which the fire can cancel out.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Deadly Tomb Guard



In ur gaem, killin ur doodz.

any top level spell that makes a khemrite take an initiative test wins at the highest levels.


This message was edited 2 times. Last update was at 2012/02/08 04:17:51


8th ed Khemri in 8-4-0
Malleus wrote:The swordsmen will tar pit nearly anything nearly forever (definitely long enough for the old tank in the flank prank).

 
   
Made in us
Cold-Blooded Saurus Warrior






Lol, this is the biggest joke ever, no offense... It's just funny.

Umm I play Lizardmen and my twin brother plays Tomb Kings and he can NEVER win. Check out my Channel. We do battle reports and he has never won.

Here is my 2000 pt list, maybe that ell help:

Slann Mage-Priest 500 (3 Disciplines (The Focused Rumination, Focus of Mystery, The Becalming Cogitation) Ironcurse Amulet, Book of Asher, Blood Statuette of Spite, General, Lore of Life) 

[In unit of Temple Gaurd. Deploy the unit only after the opponent has deployed there unit with the wizard, and try to get your Temple Gaurd unit in line with theres. The idea is to out wizard there wizard with Becalming Cogitation, Book of Asher, and Focused Rumination. They shouldn't be able to get any spell off, and you get all of yours. You should try to use the Blood Statuette on there wizard. Earth Blood and Flesh to Stone should keep the Temple Gaurd tough as nails, and Dwellers will be your aggressive spell.]

Heroes:
Saurus Scar-Vet 182 (BSB, Shield, Dawnstone, Light Armour, Cold One, Venom of the Firefly Frog, Dragonbane Helm)

[Ram this into a weak unit, or a unit with flaming attacks, really anything without killing blow. This guy's really hard to kill, won't run away, and will hold off an enemy unit.]

Core:  
20 Saurus Warriors 258 (Musician, Standard, Spears) 

20 Saurus Warriors 258 (Musician, Standard, Spears)

[Tank um into enemy units.]

Special:  
35 Temple Guard 645 (Champion, Musician, Flag Bearer, War Banner) 

[Champ included because of regrowth]

6 Chameleons 72

[Put them 15" away from either a war machine, or something with tons of toughness. 15" so if your opponent goes first it will be harder to charge um, and you will still be able to march and shoot um in 4" range.]

Rare:  
Salamander Hunting Pack 75

[Solid unit buster]

In game you wanna keep the Slann in Cogitation range. But let him stay back for magic.

Get the salamander next to a unit with lots of infantry and flame um.

And then you should be good to go.

(If you still lose... Post that guys list here. I'm very interested.)

This message was edited 8 times. Last update was at 2012/02/08 18:27:37


Check out my Channel
http://www.youtube.com/user/TheWarhammerFatKids

The Restrictions I Put On My Tallarn Lists:
- Missile Launchers are the only HW teams allowed in Infantry Squads.
- All units able to take the FW Desert Raider special rule, must take it in lists of 750 points or more.
- 1 unit of 10 Rough Riders is required for lists of 1000 points or more.
- 2 units of Mukaali Rough Riders are required for lists of 1000 points or more.
- No vehicles besides Chimera Armoured Transports and Hydra Flak Tank Batteries are allowed.
- Al'Rahem is required in lists of 1000 points or more. 
   
Made in us
Liche Priest Hierophant






Actually, an option here if you're trying to out-magic them, is to combo Khatep, a decent level LP or HLP with Scroll of Mighty Incantations, and maybe a lower level LP with Dispell Scroll (or swap the scrolls around)- along with a Casket and maybe a Heirotitan. What's the Toughness of the Slaan? OH, and maybe drop Enkhill's Kanopi in there, since I believe Lizardmen have one or two Remains in Play spells that they like.

That should, often enough, allow you to shut down or limit their Magic phase, while giving you a lot of boosts to your own Magic in the form of extra power and dice, as well as Khatep's re-roll.

The other option is to say "screw magic!" and run a Settra or Arkhan list (they can be Heirophants too) with just a ton of hard hitters (and Arkhan has Character Sniping spells, too), or go as cheap as possible on magic in order to run absolutely massive (or a huge number of) basic Skeletons, in the hopes that spells like Dwellars won't be able to kill you fast enough.

I actually wonder if it would be possible to fill an entire deployment zone with Spearmen in a 2000 point or so game...

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in lv
Camouflaged Zero





Where the sun crosses the field of blood.

Anvildude wrote:Actually, an option here if you're trying to out-magic them, is to combo Khatep, a decent level LP or HLP with Scroll of Mighty Incantations, and maybe a lower level LP with Dispell Scroll (or swap the scrolls around)- along with a Casket and maybe a Heirotitan. What's the Toughness of the Slaan? OH, and maybe drop Enkhill's Kanopi in there, since I believe Lizardmen have one or two Remains in Play spells that they like.

That should, often enough, allow you to shut down or limit their Magic phase, while giving you a lot of boosts to your own Magic in the form of extra power and dice, as well as Khatep's re-roll.

The other option is to say "screw magic!" and run a Settra or Arkhan list (they can be Heirophants too) with just a ton of hard hitters (and Arkhan has Character Sniping spells, too), or go as cheap as possible on magic in order to run absolutely massive (or a huge number of) basic Skeletons, in the hopes that spells like Dwellars won't be able to kill you fast enough.

I actually wonder if it would be possible to fill an entire deployment zone with Spearmen in a 2000 point or so game...


Wait, aren't we trying to help out the poor Lizzy player here..?

 
   
Made in us
Liche Priest Hierophant






Oh yeah...

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Deadly Tomb Guard



In ur gaem, killin ur doodz.

LordHamshire wrote:Lol, this is the biggest joke ever, no offense... It's just funny.

Umm I play Lizardmen and my twin brother plays Tomb Kings and he can NEVER win. Check out my Channel. We do battle reports and he has never won.

Here is my 2000 pt list, maybe that ell help:

Slann Mage-Priest 500 (3 Disciplines (The Focused Rumination, Focus of Mystery, The Becalming Cogitation) Ironcurse Amulet, Book of Asher, Blood Statuette of Spite, General, Lore of Life) 

[In unit of Temple Gaurd. Deploy the unit only after the opponent has deployed there unit with the wizard, and try to get your Temple Gaurd unit in line with theres. The idea is to out wizard there wizard with Becalming Cogitation, Book of Asher, and Focused Rumination. They shouldn't be able to get any spell off, and you get all of yours. You should try to use the Blood Statuette on there wizard. Earth Blood and Flesh to Stone should keep the Temple Gaurd tough as nails, and Dwellers will be your aggressive spell.]


Heroes:
Saurus Scar-Vet 182 (BSB, Shield, Dawnstone, Light Armour, Cold One, Venom of the Firefly Frog, Dragonbane Helm)

[Ram this into a weak unit, or a unit with flaming attacks, really anything without killing blow. This guy's really hard to kill, won't run away, and will hold off an enemy unit.]

Core:  
20 Saurus Warriors 258 (Musician, Standard, Spears) 

20 Saurus Warriors 258 (Musician, Standard, Spears)

[Tank um into enemy units.]

Special:  
35 Temple Guard 645 (Champion, Musician, Flag Bearer, War Banner) 

[Champ included because of regrowth]

6 Chameleons 72

[Put them 15" away from either a war machine, or something with tons of toughness. 15" so if your opponent goes first it will be harder to charge um, and you will still be able to march and shoot um in 4" range.]

Rare:  
Salamander Hunting Pack 75

[Solid unit buster]

In game you wanna keep the Slann in Cogitation range. But let him stay back for magic.

Get the salamander next to a unit with lots of infantry and flame um.

And then you should be good to go.

(If you still lose... Post that guys list here. I'm very interested.)


So.... Because you beat up on your brothers terribad lists on a terrainless board, that invalidates OP's question? C'mon man...

This message was edited 1 time. Last update was at 2012/02/10 01:13:49


8th ed Khemri in 8-4-0
Malleus wrote:The swordsmen will tar pit nearly anything nearly forever (definitely long enough for the old tank in the flank prank).

 
   
 
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