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Magical Tactics Against Lizardmen

Posted: Fri Oct 29, 2010 8:53 pm
by Elthrain
Hello All, my first post on here, so be gentle! haha!

I have a game coming up this week against a Lizardmen player, 3000pts a side. I'm pretty sure that he'll use Lore of Light with his Slaan, and the obvious Heavens with his Engines, but my question is this: What magic lore would you use against Lizardmen and why?

I'd really appreciate any help you may be able to give! :)

Re: Magical Tactics Against Lizardmen

Posted: Fri Oct 29, 2010 9:17 pm
by Bolt Thrower
Welcome to the board!

My typical opponent is lizardmen and they are a tough nut for us to crack in my opinion. Despite the High Elves having a strong magic phase, it doesn't compare with the kind of output a Slann can have. Watch out for Timewarp! That would hurt.

Shadow is a very good lore against lizards due to their low initiative (except for the skinks). Plus the ability to lower strength or toughness can be a huge plus. I also find it helpful to have a secondary caster with High magic to apply more pressure with Drain Magic (my counter to the Slann's extra power die per spell ability) and Flames of the Phoenix can be good if he brings a skink unit with kroxigors in it.

One of the keys to facing the Slann is to keep your main mage outside of 24 inches from him as he most likely has Becalming which will discard all of your sixes when rolling to cast. It can really hurt.

Regarding the engine of the gods, you can make it ineffective by charging in a small unit of DP's or a lion chariot and targeting the priest on top. He has a 2+ armour save but you should be able to get through to kill him. Once neutralized the beast is less effective though his impact hits and thunderstomp can still hurt.