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![[Post New]](/s/i/i.gif) 2013/04/04 21:16:38
Subject: Lizardmen vs Dwarves 2400 Points
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Regular Dakkanaut
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Hello All, I've just put up a new battle report using my Lizards against a combat orientated Dwarf Army. To be fair it wasn't a very even game but it could still show a few lessons for aspiring dwarf generals.
http://littlewaaagh.blogspot.co.nz/2013/04/lizardmen-vs-dwarves-2400-points.html
Thanks for reading and any input is welcome.
Cheers. Jeff
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Proud Co-Host of the Kiwi Hammer Podcast:
http://kiwihammer.co.nz |
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![[Post New]](/s/i/i.gif) 2013/04/17 21:17:58
Subject: Lizardmen vs Dwarves 2400 Points
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Evasive Eshin Assassin
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Good report. But I am curious: why Lore of Metal?
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![[Post New]](/s/i/i.gif) 2013/04/17 23:28:34
Subject: Re:Lizardmen vs Dwarves 2400 Points
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Regular Dakkanaut
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It's an all comers tournament list, not one tailored to take on Dwarves. I rate lore of metal since it is such a solid counter to the high Armour Saves that the rest of my army struggles with, can be used to get magical attacks to deal with ethereal chaff, and has a solid low casting nuke in the form of Final Transmutation. If I were tailoring a list specifically to fight Dwarves I'd probably use one of the lores with an initiative based nuke.
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Proud Co-Host of the Kiwi Hammer Podcast:
http://kiwihammer.co.nz |
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![[Post New]](/s/i/i.gif) 2013/04/18 02:29:34
Subject: Lizardmen vs Dwarves 2400 Points
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Evasive Eshin Assassin
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I know it's not tailored for Dwarfs; it's just that Metal doesn't seem to offer much. But dealing with high-armour makes sense.
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![[Post New]](/s/i/i.gif) 2013/04/18 02:52:26
Subject: Re:Lizardmen vs Dwarves 2400 Points
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Regular Dakkanaut
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Yeah I really just feel it covers my army's greatest weakness, without it if you put two units of MC on the table, I'd be in a lot of trouble.
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Proud Co-Host of the Kiwi Hammer Podcast:
http://kiwihammer.co.nz |
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![[Post New]](/s/i/i.gif) 2013/04/18 20:55:42
Subject: Lizardmen vs Dwarves 2400 Points
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Evasive Eshin Assassin
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True, sir. Too true. How have you fared against Wood Elves? I feel like penalties to be hit, high moblity and good shooting would prove to be a tough match-up.
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![[Post New]](/s/i/i.gif) 2013/04/19 01:56:48
Subject: Lizardmen vs Dwarves 2400 Points
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Regular Dakkanaut
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Warpsolution wrote:True, sir. Too true. How have you fared against Wood Elves? I feel like penalties to be hit, high moblity and good shooting would prove to be a tough match-up.
I've never played against Wood Elves with the lizards as virtually no one uses them at the moment since they're such a lame duck army in the current NZ comp. The thing is that the penalties to hit, high mobility and good shooting works both ways in that match-up and even if they have a slight edge because of that I still dominate the magic phase, can wreck their hard-hitters (treemen) easily with metal, and my Scar Vets will tear up anything in the army barring a lucky KB shot. It's not an ideal match-up, but I'd take it over many others.
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Proud Co-Host of the Kiwi Hammer Podcast:
http://kiwihammer.co.nz |
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![[Post New]](/s/i/i.gif) 2013/04/19 14:16:01
Subject: Lizardmen vs Dwarves 2400 Points
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Evasive Eshin Assassin
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I suppose. I just figure that BS4 and S4 would give them a pretty big edge.
And beyond Treemen and, to a lesser extent, Treekin, Metal wouldn't offer much, especially if they run lots of small units to minimize Final Transformation.
The Scar-Vets would pose a pretty serious problem, though.
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![[Post New]](/s/i/i.gif) 2013/04/23 03:22:29
Subject: Lizardmen vs Dwarves 2400 Points
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Disguised Speculo
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Hey Sneaky, I'm a new Lizardman player whose also in NZ and I'm wondering what your talking about with NZ Comp? Can you link me to where I can find the comp rules that are common in NZ tournaments? Cheers man
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This message was edited 1 time. Last update was at 2013/04/23 03:24:05
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![[Post New]](/s/i/i.gif) 2013/04/29 14:58:25
Subject: Lizardmen vs Dwarves 2400 Points
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Killer Klaivex
Oceanside, CA
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Most often, I see people lose because they have a preset plan and refuse to adjust.
You're opponent had a lot of very fighty infantry:
(W1) 40 Warriors [1 point]
- Great Weapons, FCG
(W2) 40 Warriors [1 point]
- Great Weapons, FCG
(H) 30 Hammerers [1 point]
- FCG, Standard of Discipline
You lacked any ranked unit that would have a chance against his.
You're opponent should have taken his guys out of the movement tray, and deployed WIDE.
He had enough infantry with great weapons to cover the whole table, edge to edge.
Deploy crossbows deep to try and deal with terradons that fly over, and it traps the rest of the lizardman army in front, in the dwarf charge arc.
-Matt
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![[Post New]](/s/i/i.gif) 2013/04/30 00:23:10
Subject: Lizardmen vs Dwarves 2400 Points
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Regular Dakkanaut
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HawaiiMatt wrote:Most often, I see people lose because they have a preset plan and refuse to adjust.
You're opponent had a lot of very fighty infantry:
(W1) 40 Warriors [1 point]
- Great Weapons, FCG
(W2) 40 Warriors [1 point]
- Great Weapons, FCG
(H) 30 Hammerers [1 point]
- FCG, Standard of Discipline
You lacked any ranked unit that would have a chance against his.
You're opponent should have taken his guys out of the movement tray, and deployed WIDE.
He had enough infantry with great weapons to cover the whole table, edge to edge.
Deploy crossbows deep to try and deal with terradons that fly over, and it traps the rest of the lizardman army in front, in the dwarf charge arc.
-Matt
Agreed Matt, many people fail to dramatically alter their play even when suitable. That said, deploying across the board still has issues. I would hit one of the Warrior blocks with all of the Scar Vets, forcing it to reform in the hope of generating static CRES and creating a hole to sneak through. The rest of the line would only move d6" a turn as it failed charge after charge and he would take losses to Salamanders and Final Trans. I think gaps would open up before I ran out of table to flee but it would have certainly made a more interesting game.
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Proud Co-Host of the Kiwi Hammer Podcast:
http://kiwihammer.co.nz |
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![[Post New]](/s/i/i.gif) 2013/04/30 17:11:49
Subject: Lizardmen vs Dwarves 2400 Points
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Killer Klaivex
Oceanside, CA
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I don;t know about opening up a hole.
Even with 3 scar vets, those guys are going to be steadfast for a very long time. He'll be steadfast until you drop him to less than 5 dwarves. Meanwhile, those guys are dishing out 3 SS5 (or S6) attacks on each hero.
He should also be kicking out at least 2 rounds of shooting on those heroes.
Taking burning on the cannon is a mistake. With so few machines, I'd always skip the burning.
Going wide reduces hits from salamanders, and doesn't change what you're taking from skinks.
I'm not saying it's the auto win, but what he did was pretty much an auto loss.
-Matt
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