- Sep 23, 2009
- 2,714
My regular opponent just started a lizardmen army. He loves the new stegadon model, and plans on his standard 2,000 point army including Lord Mazdamundi (slaan SC on stegadon) and 3 engines of the gods, supplemented mostly by 10 man non-skirmishing skink units to screen & redirect potential threats. At 2250 there will likely be a rare choice stegadon ancient as well.
I'm a little worried. Magically, that's 15 power dice and 10 dispel dice before items, which is more magic power then I'll be able to stop, and more magic defense then I'll be able to power through. In combat that's four charging stegadon ancients, all coldblooded stubborn 9 with a battle standard, so they won't break. That's 3d6 strength 5 hits with no armor save per turn to any of my units that dares approach them
On the up side, there's hardly any army to go with them, just screens to redirect charges from the likes of blood knights. I really haven't played against an enemy so magic & monster heavy and so lacking in units. But with his ability to shut down my magic phase, hammer my small units with lazor beams, and ignore the static res of my big units, I'm not sure exactly what I should be trying to do against him.
My normal army at 2250 contains a static res block of grave guard with legion banner, drakenhoff BSB, and fighty lord; a block of static res skeletons with warbanner, hybrid vamp, and necromancer; a big block of zombies and small block of ghouls to fill out core reqs; wolves, bats, and vargulf for flanking duty / warmachine hunting; and either wraiths or black knights as a hammer, but I have access to just about anything other then heroes on flying mounts and the coach.
I apologize if I should be posting in one of the existing threads that mentions Engines of the Gods, but all of those seemed to be about dealing with one of such in a lizardmen army, not three plus two more stegadons with no army to speak of, which seems like a rather different prospect altogether.
I'm a little worried. Magically, that's 15 power dice and 10 dispel dice before items, which is more magic power then I'll be able to stop, and more magic defense then I'll be able to power through. In combat that's four charging stegadon ancients, all coldblooded stubborn 9 with a battle standard, so they won't break. That's 3d6 strength 5 hits with no armor save per turn to any of my units that dares approach them
On the up side, there's hardly any army to go with them, just screens to redirect charges from the likes of blood knights. I really haven't played against an enemy so magic & monster heavy and so lacking in units. But with his ability to shut down my magic phase, hammer my small units with lazor beams, and ignore the static res of my big units, I'm not sure exactly what I should be trying to do against him.
My normal army at 2250 contains a static res block of grave guard with legion banner, drakenhoff BSB, and fighty lord; a block of static res skeletons with warbanner, hybrid vamp, and necromancer; a big block of zombies and small block of ghouls to fill out core reqs; wolves, bats, and vargulf for flanking duty / warmachine hunting; and either wraiths or black knights as a hammer, but I have access to just about anything other then heroes on flying mounts and the coach.
I apologize if I should be posting in one of the existing threads that mentions Engines of the Gods, but all of those seemed to be about dealing with one of such in a lizardmen army, not three plus two more stegadons with no army to speak of, which seems like a rather different prospect altogether.