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		<title><![CDATA[Latest posts for the thread "Question concerning dwarfs vs lizardmen"]]></title>
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				<title>Question concerning dwarfs vs lizardmen</title>
				<description><![CDATA[ Hi all,<br /> <br /> Being a dwarf player I recently played against lizardmen, and couldnt help getting irritated by what nasty things skinks can do to a dwarf army... he used doubleshots almost all the time so all he needed were 6'es which mean they wounded me immediately on 6, and he raped some of my warmachines quite fast... but now the real trouble: how am I as dwarf general supposed to react against that? it seemed quite a waste to fire my grudgethrowers on 6 tiny skinks... with the result of getting raped next turn. Any ideas how a dwarf player should counter skinks?<br /> <br /> Thx<br /> <br /> Sambazorcopter]]></description>
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				<pubDate><![CDATA[Sat, 12 Feb 2011 23:03:06]]> GMT</pubDate>
				<author><![CDATA[ sambazorcopter]]></author>
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				<title>Question concerning dwarfs vs lizardmen</title>
				<description><![CDATA[ Organ Guns are quite effective at killing skinks, as is pretty much any shooting. <br /> <br /> Not rellying on Warmachines to carry the day also works.]]></description>
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				<pubDate><![CDATA[Sun, 13 Feb 2011 02:25:09]]> GMT</pubDate>
				<author><![CDATA[ Crazy_Carnifex]]></author>
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				<title>Re:Question concerning dwarfs vs lizardmen</title>
				<description><![CDATA[ What were your rank and file doing?]]></description>
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				<pubDate><![CDATA[Sun, 13 Feb 2011 03:09:52]]> GMT</pubDate>
				<author><![CDATA[ Squash]]></author>
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				<title>Question concerning dwarfs vs lizardmen</title>
				<description><![CDATA[ well in general my lists are more fighty than shooty... but i now remember how he managed to focus my warmachines so early: in the deployment phase I put my army at the 12" brink of the battlefield so that gave him room to put his scouts in my own deployment zone... and since i couldnt waste turns turning around any warmachines or units, i decided to leave them be and focus on the rest of his army with the known result... I never realised the rules allowed scouts to be deployed in the opponents deployment zone <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 13 Feb 2011 08:27:38]]> GMT</pubDate>
				<author><![CDATA[ sambazorcopter]]></author>
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				<title>Question concerning dwarfs vs lizardmen</title>
				<description><![CDATA[ Sounds to me like you just had the wrong priorities, a small unit of ranged troops to guard the wamachines could be a nice investment.]]></description>
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				<pubDate><![CDATA[Sun, 13 Feb 2011 11:59:00]]> GMT</pubDate>
				<author><![CDATA[ HoverBoy]]></author>
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				<title>Question concerning dwarfs vs lizardmen</title>
				<description><![CDATA[ yup. looks like the other player took advantage of a gap in your deployment. next time aim to get rid of it, or make sure you have a gyrocopter or 2 ready to fry the skinks as they come in.<br /> Deployment is important even putting R&F models in the way means that he needs a 7 and not 6 so no poison if he has to shoot thru a unit at your war machines, or he singleshoots and you halve his damage potential. either way its good that you ran into this problem as now you can think about it at deployment next time and counter it.]]></description>
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				<pubDate><![CDATA[Sun, 13 Feb 2011 12:44:58]]> GMT</pubDate>
				<author><![CDATA[ Hawkins]]></author>
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				<title>Question concerning dwarfs vs lizardmen</title>
				<description><![CDATA[ Scouts can't deploy within 12" of an enemy, so if you position your dudes carefully (e.g. with the guns back a bit from the absolute front of your DZ) you should force him to fire at your war machines from long range.<br /> <br /> Things like scouts, fast cavalry, and flyers are hard for dwarfs to deal with. A few optional solutions: <br /> <br /> 1) a Strollaz rune to let you make what amounts to a vanguard move. Nobody says that unit has to go straight forward... why not turn one around to face the threat?<br /> <br /> 2) Gyrocopter. he is speedy.<br /> <br /> 3) A unit of thunderers with shields or quarrelers with great weapons, even if you only take 10, will completely ruin almost any fast flanker unit without even having to try. Flank your war machines with a troop like this and use them to chase the scouts around. ]]></description>
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				<pubDate><![CDATA[Sun, 13 Feb 2011 15:48:24]]> GMT</pubDate>
				<author><![CDATA[ Malleus]]></author>
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				<title>Question concerning dwarfs vs lizardmen</title>
				<description><![CDATA[ Thx ill consider all of this next time I'll play <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 13 Feb 2011 17:51:00]]> GMT</pubDate>
				<author><![CDATA[ sambazorcopter]]></author>
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				<title>Question concerning dwarfs vs lizardmen</title>
				<description><![CDATA[ I've seen issues like this before. Mainly, how to stop poisoned-sling Gutter Runners. Rank-and-file shooting works wonders, though it's 100+ points that basically only does that. Engineers help against guys who charge you. As does the Rune of Immolation.<br /> <br /> Really, I think I decided that careful deployment and an Organ Gun are the best way to go. Those auto-hits are no respecter of skirmishers.]]></description>
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				<pubDate><![CDATA[Tue, 15 Feb 2011 06:22:56]]> GMT</pubDate>
				<author><![CDATA[ Warpsolution]]></author>
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