I fancy a game with LZ

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Seneschal

Liche
True Blood
May 15, 2008
5,683
Zombies
2,245
Greetings

I'm in between projects at the moment and I'll be borrowing someone's army to squeeze in a game with the lads from Lustria.

Standard rules, no khaine magic.
Possible opponents are Empire, Dwarfs, Ogres or a Legion of Beasts and Skaven.


---Tettoeko
251 OB CO ToP GW Glittering Scales Potion of foolhardiness
115 Heavens Priest, scroll ruby ring
111 Chief Terradon, Egg of Quango lt ar, sh, spear
179 Scar Vet CO, AoD, GW BSB

70 10 skirmishers
80 12 skirmishers
80 12 skirmishers
50 10 cohorts
105 11 cohorts 1 krox
240 22 cohorts cmd 2 krox

117. 9 chammies
117. 9 chammies
210 4 krox champ (2x2)

84 sallie with extra snack
250 cannon magnet, sharp horns
250 cannon magnet, sharp horns

2494

The return of the legendary krox cube! Tremble in fear!

Not much to say as it's pretty typical of what Lizzie's bring.

Thanks for reading
 
I like the list, I find in skrox cohorts the skinks just bleed way too much CR to be viable, but thats just the experience I have had with them.
You'll have to find 8 points for the 2 skink skirmisher units of 12 as they should be 84 points each not 80, or drop one of the skinks.
I would keep the upgrades on both the stegs if you think you might be up against ogres, they just walk through units as long as they dont get ironblasted.
 
Thanks for the replies

I dropped the foolhardy potion to squeeze points for the skinks.

Played a game and my opponent was...(drumroll)...

Wood Elves

Oi

His list was;

Darkweaver on steed, Hex Scroll, 4++
BSB on steed, Armor of Destiny
3 units of 10ish GG with trueflight, musicians
5 glade riders, hagbane, musician
7 scouts, trueflight
3 warhawks
2 units of 7 wild riders, shields, command
sisters bunker
10 waywatchers
2 eagles

Luckily, I went first

vanguarded the salamander and a big ole' dino up my right flank, moved everything up agressively but kept tetto safe in his bunker a little behind the skrox and cohorts. Terra chief stayed behind a steg for protection.
Tetto made a call to his BFF Uranon. A thunderbolt took down 4 wild riders. A few more spells were cast but were dispelled but that snarkey weaver hiding in her bush. Then, the unthinkable happened...Tetto turned into a frog! Gah!
Shooting saw me take out the rest of the wounded wild rider unit, go giant blowpipes, go! Chammies plinked off 3 scouts. cohorts and the other steg moved toward some glade guard.

My opponent responded with a vengeance (not him really, his army). The weaver took down a steg with Darkbolt and got lucky with his warhawk bows, plinking off the final wound! He continued playing the avoidance game and used his superior range to deal with my skinks, taking one skimirsher unit to half strength and another down to two models via his trueflights.
I couldn't stop his magic and he let loose with Chillwind and Bladewind on two units. Tetto went down to one wound and his bunker was nearly gone.

My turn 2
Can't remember much at this point. Terra chief survived a GG volley and Quango'ed them. Steg piped off the warhawks for killing his brother which made the waywatchers panic! Unfortunately, it meant that the steg was open to a strategic charge by a wild rider unit next turn. My cube was waiting in the wings to the side of it, angled for a counter charge if I could just survive and hold although I wasn't counting on it.
Magic did nothing from my lone caster while Tetto ate a fly.
Combat saw the OB and Scar Vet engage glade guard and the result was a letting of elf blood.

His turn 2
Glade Riders ambushed.
The wild riders charged the steg but thankfully they weren't at full strength (6 instead of 7, yay). I took 3 wounds! Just three! Muhahaha! Steg dealt 3 wounds back and held thanks to stubborn cold blood. OB and SV clean up their respective units and reform. Stuff moved around, blah blah.
His magic was once again brutal (or, as we say in Portugal, "broo-TALL!!"). bladewind wrecked the big skrox unit down to a few models, chillwind kept another unit from shooting well the following turn and Darkbolt took out the heavens skink.

My turn 3
Cube of awesomeness CHARRRRGE!!! Hit the riders in the flank and took them down. I was then in position to go after his sisters bunker but of course, they would be gone before I could get close enough.
Tetto came back to his senses and called his old buddy once more on speed dial. Thunderbolt killed some annoying glade riders and chain lightning brought the hurt to some other unit I can't remember right now but failed to bounce.

The rest is fuzzy but suffice to say, it ended up being a draw. We shot and magicked the crap out of our armies and played the avoidance game all day long. It was interesting not having a slann as I could still take a good caster with funky abilities and have more room for another unit or two but that scroll really hurt.
The game ended bottom of four as we had to call it. Tallied things up and he had the advantage in points by 50.
Well, LZ is still the army that is the most difficult to play in my opinion. I can win with any other army but these guys are something else, man. They will definitely take more time getting used to and I'm looking forward to testing things out in the future.

Thanks for reading.
 
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Sounded like fun.

Played against skinks only once with my VC. It too was a draw.

So having played them, what weaknesses would you exploit?
 
Thanks, Otarin.

-ethereals make skinks and cowboys cry. heck, just about everything in the lz army has issues with ghosts so i would load up on them if tailoring lists.
-smack those skinks with gaze/ruby ring and the like. make them take those panic tests. so what if they are cold blooded? their LD is low enough to consider it a good strategy
-vargheists should be effective against skinks, poison shots or not. units of 4 can take some hits and then close in
 
Nice battle report Sen! Sounds like you're getting the hang of the lizzies. I love playing them, but I see a lot of people not having understood how to play that army, and I don't blame them because they have a steep learning curve as you say. Lizardmen are the most tactical army in the game in my opinion so you have to fight for every advantage, but if you get those advantages they are really rewarding to play.
 
Thanks

I still have a long way to go but going up against up Asrai was a real baptism of fire.
True flights are always a pain to deal with but I normally play AS wood elves or with undead. This game they had a bigger impact than they normally do. I'm glad I had the cowboys to do some cleaning up.

I've got a feeling that using Tetto and no slann at big events will be a problem since the hex scroll is so popular. I'll see if I can get some games in against some frequent tourney players as well as ask their opinions on Lizzie's.
 

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