| lizardman predicament; help me please | |
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| Tweet Topic Started: 6th November 2007 - 02:15 PM (415 Views) | |
| deathmaster arcanis | 6th November 2007 - 02:15 PM Post #1 |
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Clanrat
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I play a SAD army and thus need to dominate the magic phase but my friend is playing lizardmen and his slann outdo my seers magicwise, is there anyway to kepp control of the magic phase away from the slann? |
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| Lixit | 6th November 2007 - 07:11 PM Post #2 |
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Crazy Canuck
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I'll be the first to say: Brass Orb + Assassin or warplock engineer + skitterleap = 2/6 chance to kill slann outright. Otherwise, load up on dispel scrolls & go magic defensive... Use your assets to couneract his. Jezzails / Ratling guns / Warplightning cannon / Warplightning spell to kill salamanders. Gutter runners for his skink shamans. Other option is to ignore the Slann & kill everything else.... |
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| deathmaster arcanis | 6th November 2007 - 07:40 PM Post #3 |
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Clanrat
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thanks I think I'll try the brass orb thing today the tyranny of the lizarmen shall end! |
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| Mormeguil | 7th November 2007 - 02:18 AM Post #4 |
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baby nurgle
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Well I don't recommend playing a SAD army but I don't know how your play group work or anything so.... As for getting a better magic phase then opponent the key is in warlock engineer. Sure you can't really have a mage as powerfull as a second generation slaan, but had two or 3 warlock engineer and you should have more dispel then him and more dangerous spell to cast. Skin priest are pretty bad magician so even with them he can't do much against 3 warp ligthing spell coming at him. |
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| FatherSquee | 7th November 2007 - 08:43 PM Post #5 |
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Holder of Clan Pestilens "Most Sexiest" Award
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Caddie up some Dispel Scrolls and try to get that lucky hit with the Brass Orb is the 'best' answer I would say. But if your club isn't against using special characters then you could also try getting Ikit Claw as your main general and take the Shadow Lore, then you have a chance of rolling Pit of Darkness to cast on the Slann, which does the same thing as the Orb but is a little more reliable if you could get it off. Plus you've got that kick ass Skryre-Fluffy leader in your army that'll really boost up your magic. Or do both, hell if you go SAD may as well go all the way eh?
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| deathmaster arcanis | 7th November 2007 - 09:10 PM Post #6 |
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Clanrat
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is there anything wrong with using an eshin sorceror for the brass orb manuovre, I cant see a prob lem but im just as begginner. Any ideas? |
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| Sebrent | 7th November 2007 - 09:33 PM Post #7 |
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How are you playing a SAD army and using eshin sorcerors? I think you need to take a closer look at the army book(s). Eshin sorcerors are for the Eshin list from the Storm of Chaos. |
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| Warlock Master Shikkish | 8th November 2007 - 02:33 PM Post #8 |
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Chieftain
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Actually Eshin can still have: - Jezzails as special choices. They are not 0-1. - Clanrats. Nothing states that they lose their option for a weapons team. - Night runners with slings as a mainstay unit, if you wish. Why can't Eshin shoot? Heck, with the Ld8 of a Master Assassin, they'd actually make a much more STABLE shooty army! |
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| Bodacious | 8th November 2007 - 03:29 PM Post #9 |
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Doomwheel Fanatic
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Yeah, but eshin can't have warlock engineers or grey seers. Kinda eliminates your chances of ever overcomming a 2nd generation slann in the magic phase, right ? You might be able to skitterleap some more, but unless you're the kinda guy who rolls non-stop irresistable forces during the magic phase, chances of actually getting a skitterleap off in time would be slim to none. Not to mention all the nightrunner's you'd need to buy in order to fulfill the mainstay rule! Having 4 ratlings would suddenly cost you 100 points extra on a minimum .Anyway, Grey Seer + Bell + 3 Engineers + 2 dispel scrolls + brass orb on an engineer should do the trick. Focussing fire on the big frog and his unit with your warplightning cannons and jezzails usually also helps. Even if you never kill the slann, at least the unit he's in will die quickly enough. Saurus and temple guards are expensive units with medium armour saves so would make great targets for your weapons anyway. Against 2nd gen slanns always remember: if you kill the slann, the lizardmen player has lost the game. An army can't put that much points into 1 character and then expect to have something left once he dies <_< . |
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| Vermitt Stain | 26th November 2007 - 07:33 PM Post #10 |
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Brain: There's only one ride that interests me - the incredible thrill ride of taking over the world! Pinky: Mmm, I think there's a height requirement for that ride.
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if your worried about his magic harming you then take that +1 dispell thing dont have my book at the momment know what its called off the top of my head and lots of dispell scrolls. if you are really going to use a sad army yuo may as well do it properly X1 seer X3 warlocks(with storm daemon) a big unit of jezzails, lots of raterling guns and some tunnerls too hold him up and dont forget the screaming bell i think thats around 14 power dice and a possibiltaty of 9d6 strenght five hits per turn. also the screaming bell helps protect magic agaist that unit. |
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| deathmaster arcanis | 28th November 2007 - 10:35 PM Post #11 |
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Clanrat
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thing is i dont want to play too sad cos then my friends will probably get annoyed |
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| Niz'tizi'ihack | 28th November 2007 - 10:53 PM Post #12 |
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Mad Harbringer of Mutation
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To be apsolutely honest.. The Slann can put out a offensive Magic Phase and you will be hard pressed to counter it... but on the flip side he can counter amazingly well, so you can do the same... stick 3 WE in units of Clanrats, take ratling guns, give all your slaves slings and take the stormbanner. Throw up the stormbanner turn 1 so it drops around turn 3... that should put the kibosh on his skinks shooting... OK it will stop your ratling guns shooting half the time but it's worth it to give you time to get in position... Then when you get close... Open up with 5 lots of warp lightning, 3 Ratlings and 150 Sling shots... as he is a Large Target he can be targetted by all the ranks of your slaves and your ratling guns even if they are screened by other units..... lets see him survive that. I would also be tempted to take Thanquol.. with 13 warpstone tokens you will be better set to hit him hard when you need it. |
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| Donut61 | 28th November 2007 - 11:50 PM Post #13 |
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When fighting a Slann army Ive come to one conclusion: They suck. For me, I dont have problems with the Slann. The Slann is usually a heavy hitting offensive mage, so just grab some dispel scrolls and choose wisely. In the end, when you add up points, that 600 point Slann will walk away with some casualties, but not nearly enough to make up his points. Overall, Id say the Slann army is the easiest of the Lizard lists for Skaven, compared to the all combat and dispel lists that throw fast and powerful attacks are you. My advice then? Let him cast spells. You have the bodies, and you can afford to lose your troops while he cant afford to not make up that juicy 600 pts. Instead, work to eliminate the skink priests the blind the Slann and force him into the open. Then him him with Jezzails, Ratlings, and a Cannon. |
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? You might be able to skitterleap some more, but unless you're the kinda guy who rolls non-stop irresistable forces during the magic phase, chances of actually getting a skitterleap off in time would be slim to none. Not to mention all the nightrunner's you'd need to buy in order to fulfill the mainstay rule! Having 4 ratlings would suddenly cost you 100 points extra on a minimum
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