2250 vs Lizardmen

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Yanda

Black Knight
Mar 7, 2010
376
Calgary, AB
Zombies
372
Here is my list against a what im assuming will be another Slann/EotG list. This player has a tendancy to be very defensive, he likes to sit back and sling spells and run around the board harassing you with skinks. Im hoping the group of dire wolves can kill or overrun, but im starting to think a stand and shoot would kill them. Anyone try this? I also took Spirit Hosts because there good at tying up units like salamanders. What lore should I take?

Vampire Lord
Extra Level
MOTB
Forbidden Lore
LOTD
Skull Staff
Dispel Scroll

Vampire
Dark Acolyte
LOTD
Helm of Commandment

WK
Sword of Kings
Nightshroud

Necromancer
Corpse Cart
Balefire
VDM
Power Stone
Power Stone

Skeletons x20
Standard
Musician
Champion

Skeletons x20
Standard
Musician
Champion

Ghouls x15
Ghast

Ghouls x15
Ghast

Black Coach

Cairn Wraith x5
Banshee

Dire Wolves x7
Doom Wolf

Spirit Hosts x3
 
Fun list. Your gonna have trouble with armies that stack dispell dice (9+)
Trade in spirit hosts for black knights to add another hammer to your super sized anvil.
 
Hello,
Yanda said:
Im hoping the group of dire wolves can kill or overrun, but im starting to think a stand and shoot would kill them. Anyone try this? should I take?
You should be able to mitigate pretty much all of the damage they can cause with a Stand and Shoot reaction due to the multiple negative modifiers they'll face. At long range they'll be brought down to requiring an 8+ to hit your Wolves (that means rolling a 6 and then a 5+!) and, at that point, the poison special rule does not work any more. The greater issue comes from the fact that your 18'' charge range is equal to the Skinks' threat range when moving and shooting normally. You'll need to VHD your Wolves into action to ensure that you're not hit too much on the way in. Fell Bats would be a better tool for this job, I feel~
 

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