I"m building a Lizardmen Army and my friend is building Dwarves. His style of play is going to be very shooty. At 1502 his list is as follows.
The Shooty Dwarf Army
120 Organ Gun
240 Four Bolt Throwers with Engineers
125 Canon with Master Rune of Forging
280 Ten Thunderers (Two Squads)
320 Fifteen Man Warrior Squad with Full Command (Two Squads)
217 Sixteen Man Long Beard Squad with full command
90 Thane with Army Standard
110 Thane with Master Rune of Gromril and Rune of Cleaving
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My list is going to look something like this. The Anti-Shooty Dwarf Army.
810 Twenty Man Saurus Unit with Full Command ( Three Squads)
180 Ten Skink Skirmishers (Three Squads)
190 Three Lizard Salamander Hunting Pack
135 Nine Chameleon Skinks
182 One Scar Veteran with Spawning of Itzl and Quetzl, a cold one, Scimitar of the Sun, Light Armor and a shield. This gives him a 0+ armor save and seven attacks on the charge that hit on threes and wound on threes leaving the dwarves with a 6+ save. Not to mention the cold one might get lucky and snag one.
Total of 1497.
My thoughts.
I"m considering liquidating one of the saurus squads and throwing in some calvary or maybe even some Terradons, ... as for the Chamelion Skinks, they're on probation, depending on how they handle Dwaves high armor saves. I doubt his warrior squads can stand up to a double charge of Saurus, I"m hoping I can break one of the squads and just smash his line while the skinkings and Chameleon skinks and maybe the Scar Vet worry them down. The chameleons are going after the organ gun I think. Hmm.... another thing, the Scar Vet still might get turned into a JSOD.
I figure as Dwarves trying to outcast him would be nigh impossible so this list has no magic in it.
Question, if he fires a cannon into my Skink Skirmishers can it bounce into the Saurus squads behind them?
Anyone have any thoughts on this matchup?
The Shooty Dwarf Army
120 Organ Gun
240 Four Bolt Throwers with Engineers
125 Canon with Master Rune of Forging
280 Ten Thunderers (Two Squads)
320 Fifteen Man Warrior Squad with Full Command (Two Squads)
217 Sixteen Man Long Beard Squad with full command
90 Thane with Army Standard
110 Thane with Master Rune of Gromril and Rune of Cleaving
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My list is going to look something like this. The Anti-Shooty Dwarf Army.
810 Twenty Man Saurus Unit with Full Command ( Three Squads)
180 Ten Skink Skirmishers (Three Squads)
190 Three Lizard Salamander Hunting Pack
135 Nine Chameleon Skinks
182 One Scar Veteran with Spawning of Itzl and Quetzl, a cold one, Scimitar of the Sun, Light Armor and a shield. This gives him a 0+ armor save and seven attacks on the charge that hit on threes and wound on threes leaving the dwarves with a 6+ save. Not to mention the cold one might get lucky and snag one.
Total of 1497.
My thoughts.
I"m considering liquidating one of the saurus squads and throwing in some calvary or maybe even some Terradons, ... as for the Chamelion Skinks, they're on probation, depending on how they handle Dwaves high armor saves. I doubt his warrior squads can stand up to a double charge of Saurus, I"m hoping I can break one of the squads and just smash his line while the skinkings and Chameleon skinks and maybe the Scar Vet worry them down. The chameleons are going after the organ gun I think. Hmm.... another thing, the Scar Vet still might get turned into a JSOD.
I figure as Dwarves trying to outcast him would be nigh impossible so this list has no magic in it.
Question, if he fires a cannon into my Skink Skirmishers can it bounce into the Saurus squads behind them?
Anyone have any thoughts on this matchup?