Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2009/03/16 01:25:18
Subject: Lizardmen Tactica
|
 |
Huge Hierodule
|
Decided that I would write up some tactics for the Lizardmen. I am not going to touch SC's (At least not at first).
Lords:
First off, you only have 2 (Fighting and Magic).
Slann: For those who remember this guy from the last book, let's forget that for now, and look at what he's got now (and curse GW latter). Automatically a Lv4 mage, this guy can choose any lore. He also automatically receives a discipline of the ancient for free (more on those later). A Slanns biggest advantage over most mages is the T4, W5 and 4+ Ward tags. This makes him much more durable than most mages (Vamps excluded). He can take a miscast, and it probably won't kill him (except on 2's). That being said, he costs 275 points bare, and is horrible in hand-to-hand combat (1 WS2, S3, I2 attack). Also, he is a mage that can serve as a rallying point for your army, with Ld9 and the option to be a BSB. That being said, once you take some teple gaurd to protect him, he will have a very hefty point tag.
Disciplines of the Ancients: You get one of these abilities for free, and may take up to three more for +50pt each. many of these things value is arguable, but some are clearly not worth it.
First, let's talk about those that a pretty firmly in the not worth it camp.
The Harrowing Scrutiny: Frankly, it is so easy to get a fear of terror causer in this army, this is just a waste of points. if you want an expensive, Terror-causeing mage, grab an Engine of the Gods.
The Becalmeing Cognition: One mage within 24" (That is nominated at the beginning of the phase) discards all 6's. If it affected all mages, maybe. But this, for 50 points?
All the others are really open to debate, but here are some I think are the most useful.
Focus of Mystery: This one is your best canidate for your "Freebe", as you automaticaly get 2 more spells. If you only want 1 discipline, this is almost a no-brainer, but keep in mind that Plaque of Tepok is almost as effective, and less than a 3rd of the cost, and unless you want to be 100% certain that you get the spell you want, or want to take a different Arcane Item, is a better choice.
The Focused Rumination: If you want a very agressive mage, this is the choice to take. Every spell you cast receives an extra power dice for free. The only real disadvantage is that it can cause miscasts, but if you take Sout of Stone and/or the Arcane item Cupped Hands of the Old Ones, this is Less of a worry. With Cupped Hands of the Old Ones, this can even be turned to your advantage.
Soul of stone: This is one of the most useful Disciplines, as loseing your 300+pt wizard to a 2 on the miscast table hurts. It is also good for some other effects, but might suck the toad into the warp instead. Great with the Focused Rumination.
How I would do it:
Slann with Focused Rumination, Soul of Stone, Plaque of Tepok and Battle Standard, in a Unit of Temple Gaurd. Cost: 365 points+Temple Gaurd. This Slann can cast tons of spells, or just a few good ones. It also provides a 12" Ld9 bubble with re-rolls of Break tests. It is light on the magic Items, as once you include the gaurd, you will be talking 700+points.
Saurus Oldblood:
Fighty characters are fun. There is no point denying it. The Oldblood is my Favorite Lord Choice. It's WS is a little low for a Lord Choice (6). This, Combined with its rather modest I4 make it slightly vulnerable in duels with other Lords. It's only other real weakness is that it will not provide Ld improvements for your Saurus, which is not a critical problem.
Now, Its strong points. Fives in S,T, A and a 4+ scaly skin make is good on the offence and Solid on the Defence. Combine the Scaly Skin with Light armour and sheild, and you are talking a 2+save before magic Items.
Mounts: I am of the Oppinion that this guy should be mounted. This eliminates ther problem of his M4, allowing you to pick your fights, and preventing your opponent from avoiding him.
Cold one: If you either do not want to buy a Carnisaur, or want to go defensive, this is the mount of choice. Stuppidity is a problem, but on Ld8 with cold-blooded, this is of very little concern. It causes fear, has M7, adds a S4 attack and Improves armour save by 2, all for only 30 points. Stick this guy with some cold one cav, and you have a real hammer unit.
Carmosaur: If you want to make your lord a one model army, this Guy is the mount of Choice! Plenty of S7, multi-wound attacks, Terror, movement 7, 5 wounds and a cool model? Theres a catch, isn't there. Weaknesses: High cost (210 points), WS3, I2, Ld5 (Makes monster reaction tests a pain) and Blood Frenzy. This rule means that once you inflict a wound, you become Frenzied. This could be good or bad, as it Makes you immune to Psychology and gives you and extra attack, but also makes it possible for your opponent to lead your Lord around by the Nose.
How I would do It:
1) Swordstorm Saurus: Oldblood w. Light Armour, Scimitar of Sun Resplendant, The Maiming Shield and Carnisaur Pendant, Mounted On a Carnisaur- 465 points. The 2+ save helps keep this guy alive long enough to go to work with his 8 (9 once Frenzied!) S5 attacks, plus the Carnisaur. The Pendants effects are minimalized by the fact that the Carnisaur is also Frenzied.
2) Ultimate Defence Dino: Oldblood with Light armour, Cold one, Enchanted Sheild, Glyph Necklace, Sword of The Hornet-255points. This Guy packs a -1 armour save, and a 5+ Ward save. The Sword of the Hornet Provides ASF, allowing you to hit your enemy lord first. The Best Defence is a Good Offence! Alternately, you could take a Scimitar of the Sun Resplendant, to boost your attack power.
3) The Monster Hunter: Oldblood w. Blade of Realities, Light Armour and Enchanter Sheild, rideing a Carnosaur-455 points. This guy is an Ogre plyers Nightmare. The Blade forces a Ld test with a hit, where failure=death, and the Carnisaur causes d3 wounds. Star Dragons are it's only cause for concern.
I will be posteing again soon with my analysis of the Heroes. Until Then!
|
This message was edited 1 time. Last update was at 2009/03/17 17:52:35
Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/16 19:20:17
Subject: Lizardmen Tactica
|
 |
Longtime Dakkanaut
|
I like the discard 6's...Great against caster lords (Vamps)...Really hurts the 1 die cast.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/16 21:23:34
Subject: Lizardmen Tactica
|
 |
Hoary Long Fang with Lascannon
|
Lets not forget the fun that can be had with a Ethereal Slann with Pha's Illumination.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/16 21:38:50
Subject: Lizardmen Tactica
|
 |
Sure Space Wolves Land Raider Pilot
|
Yeah , becalming cogitation has really worked out for me every time I've used it.
Also the BoR on Carnosaur is a great combo too, so much killyness.
|
This message was edited 1 time. Last update was at 2009/03/16 21:39:20
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/16 22:09:03
Subject: Lizardmen Tactica
|
 |
Dakka Veteran
Los Angeles, CA
|
Another slan to think about
Bare bones
slan, +1 die to cast power, +1 spell (arcane item), bsb
comes out to what? 300 pts?
This guy is a decently good caster (better than most lord lvl casters) hard to kill, and very reliable. Well worth thinking about.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/17 11:35:49
Subject: Lizardmen Tactica
|
 |
Longtime Dakkanaut
|
cypher wrote:Another slan to think about
Bare bones
slan, +1 die to cast power, +1 spell (arcane item), bsb
comes out to what? 300 pts?
This guy is a decently good caster (better than most lord lvl casters) hard to kill, and very reliable. Well worth thinking about.
This is how a Slann Mage Priest should be ran in my honest opinion.
Like others have said as well, The Becalming Cogitation isn't such a terrible Discipline as the OP makes it out to be. If you are light on the magic defense and you already have the above Slann Mage Priest, then The Becalming Cogitation is a Discipline worth thinking about.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/17 12:40:16
Subject: Lizardmen Tactica
|
 |
[MOD]
Madrak Ironhide
|
A few things to consider when adding tacticas to the Dakka Articles.
1. It doesn't recognize single line breaks. So you need to hit Enter twice if you
want to distinguish paragraphs.
2. Use * for unordered lists (bullet points) and # for numbered lists (numbered bullets).
You can create sub-categories of this by adding to the number of *s and #s that you use.
For example
*Topic 1
**sub topic 1
**sub topic 2
***sub sub topic 1
***sub sub topic 2
**sub topic 3
*Topic 2
A definite bonus would be if you have pictures to use in the articles.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/18 04:07:07
Subject: Re:Lizardmen Tactica
|
 |
Spawn of Chaos
|
Thanks for doing Lizardmen tactica guys! A noob like me appreciates all the help I can get. Keep it up!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/18 18:22:15
Subject: Lizardmen Tactica
|
 |
Huge Hierodule
|
Your Welcome. Am working on Heroes now.
|
Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/19 20:44:35
Subject: Re:Lizardmen Tactica
|
 |
Huge Hierodule
|
Lizardmen-Heroes
With the new army book, I really expect a lot of hero-based Lizardmen armies (esp. skink purist and Stegzilla forces). In terms of heroes, you have 3, plus a mount option that effectively functions as it's own catagory (the EotG).
Saurus Scar-Veteran: your fighty hero, the scar-vet is basically a smaller, cheaper oldblood with the option to carry the army BS. WS and I are a point lower, it has a point less Scaly skin and fewer wounds and attack. It also cannot ride a Carnisaur, or carry the Blade of Realities. On the bright side, it is sixty points cheaper, armour, shield, and weapon options cost half as much, and the cold one is ten points lower in cost. Except for a small change in the cost of some uppgrades, this guy remains pretty much the same.
-Mounts: unlike the Oldblood, I do not feel that it is essential that this guy is mounted. First, you only have one mount, the cold one, which isn't realy a problem. Second, this guy is so much cheaper that it is not a massive waste of points to put him in a unit to reinforce your battle line. This is not to say that he should not be mounted, just it is not essential that he is mounted.
How I would do it:
-The Battle Standard Bearer: Saurus Scar-vet with Battle Standard, Light Armour, Sheild, Aura of Quetzl and Venom of the Firefly Frog. 168 points. This Surus packs a 3+save, and all foes attacking in cc suffer a -1 to hit penalty. This means no-one (excludeing those who have to hit bonus's) is hitting you on anything lower than 4's, anyone with WS3-5 is hitting on 5's, and WS2 or less (Goblins, units under the Dazzling Brightness spell) will only hit on 6's. Coupled with it's T5, this should protect your Saurus against most foes, although it is rather vulnerable to high S hits. Venom of the Firefly Frog makes it a little more dangerous offensively, as well as allowing it to deal with Ethereals
-The Lancer: Saurus Scar-vet with Spear, Light armour, cold one, Sheild of the Mirrored Pool, Venom of the Firefly Frog. 154 points. This guy is intended to lead Surus Cavalry into battle. The spear Raises it's attack when chargeing, while Venom of the Firefly Frog makes it a little more dangerous offensively, as well as allowing it to deal with Ethereals. The big thing that makes it more than a glorified unit champion is the Sheild of the Mirrored Pool. Cold One Cav. tends to attract a lot of shooting, and this item allows you to deal with the magic missiles which are aimed at you.
When equiping one for just a glorified unit champion position, all that is really needed is a magic weapon, light armour and a Shield of some sort.
Skink Chief: In the last book, the only place you really saw the skink chief was in skink purist lists. That has changed a bit in this book, as several new options have opened up. First, he can be your battle Standard Bearer (Either because you are playing a pure Skink force, or because you could not afford a Scar-vet or Slann. Second, he can now take the Sacred Stegadon Warspear. This adds an extra d6 to the # of impact hits caused by a Stegadon he rides. Third, the Stegzilla Army means that a Skink chief with The Sacred Stegadon Helm can serve as general in more than one type of Army.
Mounts: The Skink cheif has the Widdest variety of mounts in the Lizardmen book. They are the Stegadon, Ancient Stegadon and Terradon.
-Terradon: of all the mounts, this is the one I am the least enthusiastic about. The only reason to take one is that you will be going after warmachines/lone wizards and want a boost. Frankly, for my money, Normal Terradons work well enough.
-Stegadon/Ancient Stegadon: Which to take is widely open to argument, but I favour useing the Ancient Steg, due to the Higher Strength of Impact hits and the better Save provided. Although neither boosts your skink's speed, both boost your armour save and provide a heavy fighting platform for your character to ride on. Both are quite expensive, but easily worth the cost. Both are stubborn (on Ld 7 cold blooded no less!), and cause terror.
Will Post Shortly with the Skink Priest.
|
Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/21 20:24:30
Subject: Lizardmen Tactica
|
 |
Deadly Tomb Guard
Payson Utah, USA
|
Skink chief on a Terradon with the Staff of the Lost Sun in a unit of normal Terradon riders workes awesome. It will take almost any monster, You fly over it and drop rocks, and then shoot it with the staff and javelins. Works really well.
|
I am a Utah man sir, I live across the green, our gang is the jolliest that you have ever seen, Our co-eds are the fairest, ans each one's a shining star, our yell you'l hear it ringing through the mountains near and far.
Who am I sir? a UTAH MAN am I. A UTAH MAN sir, I will be till I die.
KI-YI
Were up to snuff, we never bluff were game for any fuss, no other gang of college men dare meet us in the MUSS. So fill your lungs and sing it out and shout it to the sky, we'll fight for dear old Crimson for a UTAH MAN AM I!!
GO UTES!!!! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/24 00:21:57
Subject: Re:Lizardmen Tactica
|
 |
Huge Hierodule
|
Lizardmen Heroes Part 2- The Skink Shaman!
I have seen atleast one of these guys in every Lizard army I have seen in action. They can be used as anything from scroll caddy to even your primary spellcaster. Although they are a little lacking in options, those they have are quite useful. First, they have the normal 50pt magic quota for heroes, and can be upgraded to a Lv2 mage for a decent amount of points, a pretty much essential choice if you want to use it as more than a caddy. It's third and Final option is the mighty Engine of the Gods.
The Engine of the Gods: This option mounts the Skink preist in the back of an ancient Stegadon, replaceing one of the crew, and replaces the Blowpipes with the Engine. This device provides a plethora of special options as long as the Skink preist is alive. He can improve your chances of casting a magic Lore, provide ward saves vs. shooting, or blast nearby enemies.
The Arcane Configureation: This option lowers casting DC's in one lorer by one. It is probably the least impressive option, but if timed right could be used to drown your foe under a rain of easy magic. My biggest problem with it is that it also makes it easier for your opponent to dispel the spell as well.
The Burning Alignment: Inflict d6 S4 hits with no armour saves on all units within 2d6 inches. When things get up close, this is worth it's weight. My favorite tactic with it is when fighting night Goblins, run it within 8" of the unit, and hope the Priest is not killed. Then, fry the Fanatics (and possibly the concealing units). It is also great vs. knights/Ironbreakers/etc.
The Portent of Warding: All friendly units within 12" recieve a 5+ ward save vs. shooting that comes from >12" away. This one is probably he best early in the game. I would say use it to protect your unit's od Saurus warriors.
Some things to not: as the engine treats your priest as being 1 level higher for the purpose of power/dispel dice, you must take the +1 level upgrade. This provides you with 3 Power dice, 2 dispel dice and 2 known spells, almost as good as a lord-level mage (and as expensive), but you will be better in a fight and faster. That being said, do not get cocky. Remember that the priest, the key to this units awsomeness, is still a T2 2-wound model with WS2. Against Enemy elites, it is extremely easy to kill it in hand-to-hand. The engine can be used for flank charges, warmachine hunting, or (in a pinch) takeing on weak units.But for Quetzl's sake, Don't get cocky!. Also, when rideing an Steg, a priest (assumeing level2) costs 390 points with no items. Therefore, you should not take more than 2, and should think long and hard about takeing more than one in any army except Stegzilla.
How I would do it:
Caddy: Skink priest with 2 dispel scrolls/1 dispel scroll and Diadem of Power-115 points. This guy will accompany your army to add a bit of magic defence, and possibly some re-rolls via the Portent of Faar spell. If you are to concerned, grab two, for a fairly solid defence.
Engine Joe: Lv2 Priest w. Engine, Plaque of Tepok, Power Stone-425. This guy serves as your man mage if you want magic, but not a Slann. In all respects a Lv3 mage rideing a Dinosaur. Opportune use of your power stone adds a bit more bite to it.
Should add another section soon about the core units.
|
Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/24 15:30:04
Subject: Lizardmen Tactica
|
 |
Dakka Veteran
Los Angeles, CA
|
My biggest problem with it is that it also makes it easier for your opponent to dispel the spell as wel
not quite
It just makes spells easier to cast. If you roll a 6 and need a 7 then it now goes off. Sure, that 6 is easier to dispel than a 7 but is far harder to dispel than the nothing you would have casted.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/24 17:37:22
Subject: Re:Lizardmen Tactica
|
 |
Dusty Skeleton
MD
|
I agree with what Cyper bosted as well as
Some things to not: as the engine treats your priest as being 1 level higher for the purpose of power/dispel dice, you must take the +1 level upgrade. This provides you with 3 Power dice, 2 dispel dice and 2 known spells,
Isn't the priest still a lvl 3 mage therefor getting 3 spells?
|
"You see things as they are; and you say, 'Why?' But I dream things that never were; and I say, 'Why not?'"
--George Bernard Shaw (1856-1950)
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/24 18:25:52
Subject: Lizardmen Tactica
|
 |
Dakka Veteran
Los Angeles, CA
|
nope, rolls for spells while he is a lvl 2 (before game starts)
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/24 20:17:06
Subject: Lizardmen Tactica
|
 |
Dusty Skeleton
MD
|
cypher wrote:nope, rolls for spells while he is a lvl 2 (before game starts)
That's like saying you don't get the extra effects from say a spell Familiar cause they aren't on the table when you roll for spells. Granted a little bit different but this is close enough that I'd question it. You can't deploy the steg without the Priest cause they were purchased as one unit but then it's the only lvl modify mount that I know of so first time we've been faced with that situation.
The wording of the entry states "In addition, a Skink Priest that has taken the Engine of the Gods as a mount is counted as a Wizard of one level higher for the purposes of generating power dice and dispel dice, and for determining the maximum number of dice he may use to cast a spell."
Now granted it doesn't specify anything about the spell selection but the +1 Level is from taking the mount not being deployed on the mount, word dancing but untill something comes out I'll check with opponents to see what they think. I'll probably run it by the guys at the Bunker and John "rulesmasta" later tonight.
|
"You see things as they are; and you say, 'Why?' But I dream things that never were; and I say, 'Why not?'"
--George Bernard Shaw (1856-1950)
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/25 00:53:51
Subject: Lizardmen Tactica
|
 |
Sure Space Wolves Land Raider Pilot
|
I've taken one every game I've played so far, and I think it's pretty clear you don't get the extra spell, otherwise it should say something like
"the priest is treated as a 3rd level wizard in all respects" or something like that anyway.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/25 13:02:52
Subject: Lizardmen Tactica
|
 |
Oberleutnant
|
The wording of the entry states "In addition, a Skink Priest that has taken the Engine of the Gods as a mount is counted as a Wizard of one level higher for the purposes of generating power dice and dispel dice, and for determining the maximum number of dice he may use to cast a spell."
It's all there. It says exactly what you can get. You count as one level higher for generating dice (P and D) and determining the max # of dice used to cast. Nothing about extra spells. This makes the priest on engine a prime spot for the Plaque of Tepok.
Other Skink Priest and Slann options I have used to decent effect.
Priest + Cloak of Feathers. Primarily with a Beasts Slann in a high monster count list. wonderful for lining up magic missile bolt thrower shots down columns of cav.
Slann with +1 PD, all spells, -6's to one mage. That -6's is -huge-. It may not go off all the time, but when it does, each 6 is the equivelent of 2 dispell dice. It also tends to force that mage to throw a larger # of dice to cast which increases miscast chances. It's rapidly becoming manditory on my toads.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/25 15:42:47
Subject: Lizardmen Tactica
|
 |
Dusty Skeleton
MD
|
I concede the point
|
"You see things as they are; and you say, 'Why?' But I dream things that never were; and I say, 'Why not?'"
--George Bernard Shaw (1856-1950)
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/04/23 00:54:42
Subject: Lizardmen Tactica
|
 |
Huge Hierodule
|
Sorry it took me so long to post again.
Core: You have effectively 5 choices- Saurus, Skink Skirmishers, Skink Cohorts, Skink cohorts with Kroxigers and Jungle swarms.
Saurus Warriors: These guys’ strengths are good strength, toughness and armour, as well as great Leadership and a high number of attacks. Their weaknesses are that they have a rather high points cost, low WS and horrible Initiative. They can be given spears for only 1 point a model, meaning when you are not charging, your opponent must kill an insane number of them to avoid an absolute storm of attacks. Their T4 and 4+ saves make this hard for all but the best of troops. The high cost is comparable to other medium Elite Troops (Dwarf Long beards, Chaos Warriors, etc.), and their high number of attacks make up for most of their weaknesses.
I tend to field these guys in blocks of 20, with spears, a Musician and Standard. I just find that a Champion isn't worth the points for 1 more attack in a unit that can already put out up to 20.
Skink Skirmishers: These guys are great! fairly cheap, fast, skirmishers and with blowpipes and poisoned shooting, they destroy large, lightly armoured units with high toughness (Like Ogres or Giants), or simple walk in front of the Saurus taking casualties. These guys are much harder to use than Saurus, but can prove to be quite deadly.
Edit for Mistake.
Field Skinks in units of 10-12. This provides a good number of bodies, as well as keeping the Unit small and Manoeuvrable.
Never give Skirmishers Javelins. They are more expensive and largely less effective than Blowpipes, and the shields do not provide enough of a save to make it worth it. Braves are another thing I would avoid, as they cost almost as much as another Skirmisher, who will add 2 more blow darts when shooting. Things are different if you have only 6 points left in your list, of course.
Skink Cohorts: These guys are good for 1 thing, and that is walking in front of your Saurus, in units of 10.Any other purpose can be accomplished just as well (or better) by Skirmishers.
Skink Cohorts with Kroxigers: Unlike normal Cohorts, Kroxiger Cohorts can be quite powerful. As they serve the same purpose in your hosts as Saurus (That of Main Infantry), I will compare the two units. Cohorts are Faster, less agile, less durable, can put out more attacks on the Charge, have higher strength attacks, get a weak stand-and-shoot action and hit after even Saurus. Being unable to turn is a big one, but is offset by the higher speed. I would say that it is a question of play style, unless you are playing a Southlands/Red Host army, in which case you should go for the Cohort.
Jungle Swarms: These little blighters are great for tarpit duty. Unbreakable, Skirmishers, 5 wounds a base and 5 attacks each, these mats of wildlife can be sent to tie up big, fear-causing monsters in CC for a few Turns. They die rather fast, being T2 with no saves and a swarm, but a large enough swarm can stop a key part of the enemy charge cold for a few rounds. That being said, they are 45pts a base, and do not count towards your minimum number of core units. They are great if your opponent plays tons of Big Brutes, but struggle in other functions.
|
This message was edited 1 time. Last update was at 2009/04/24 15:32:51
Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/04/23 01:59:27
Subject: Lizardmen Tactica
|
 |
Hoary Long Fang with Lascannon
|
Cohorts with Krox are best against T3 5+ armor units, like archers, and small blocks of spearmen. The skinks have a small chance to bring some enemies down along with the krox, and they will often get the charge.
Unaided skeleton units, especially in the flank, will crumble quickly to this unit.
Heavier units with 4+ or better saves and T4 are best left to saurus.
That being said, A 2 krox 16 skink unit with command runs about 210 pts, close to a squad of 15 saurus with spears.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/04/23 20:01:38
Subject: Lizardmen Tactica
|
 |
Longtime Dakkanaut
|
Crazy_Carnifex wrote:Skink Skirmishers: These guys are great! fairly cheap, fast, skirmishers and with blowpipes and poisoned shooting, they destroy large, lightly armoured units with high toughness (Like Ogres or Giants), can be used to pull off Flank charges, or simple walk in front of the Saurus taking casualties. These guys are much harder to use than Saurus, but can prove to be quite deadly. A 70-point unit has the potential to swing the tide by 5 points with a Flank charge before a blow is struck (3 negated Ranks, 1 for Flank and 1 For Outnumber). Unfortunately, a lot of points can be won back by killing Skinks.
Skirmishers don't negate ranks...
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/04/23 23:22:51
Subject: Lizardmen Tactica
|
 |
Courageous Skink Brave
|
I like the Skink/Krox units with 1 Krox and 11 Skinks (=15 bases, 3 ranks) -- the Krox adds just enough hitting power to make it a little scary, and it costs only a bit more then 100 points. They're great as fast flankers.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/04/23 23:40:44
Subject: Lizardmen Tactica
|
 |
Sure Space Wolves Land Raider Pilot
|
ketsugami wrote:I like the Skink/Krox units with 1 Krox and 11 Skinks (=15 bases, 3 ranks) -- the Krox adds just enough hitting power to make it a little scary, and it costs only a bit more then 100 points. They're great as fast flankers.
I run a unit this size as well, with their 12" charge i keep them off to the side of one of my spear saurus blocks and use them for a flank charge. Although the skinks themselves are very squishy the krox has, thus far anyway, made up for them.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/06/06 21:31:52
Subject: Lizardmen Tactica
|
 |
Joined the Military for Authentic Experience
|
Any thoughts on Specials?
I'm looking at running a Slann, a EotGs Shaman, 20 Saurus with spears, 20 skinks with 2 krox, two units of 10 skirmishers, 6 saurus cavalry and 20 temple gaurd in my list. It's probably going to be low on magic items though. I thought about dropping the saurus block and picking up a second engine of the gods but I think the block would be more reliable and useful, possibly.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/11 17:15:04
Subject: Re:Lizardmen Tactica
|
 |
Dakka Veteran
|
(Yes, I Necro'ed this thread, but it was in the hopes that Crazy_Carn. would update it.  )
Was there anything final about the Skink Priest on EotG taking 3 spells? There is the part in the EotG rules that says that he counts as a lv 3 caster while on it. I can see a problem w/ getting 3 spells due to if the EotG is killed, which spell is lost?
Just checking and waiting....
|
I think I'm going to start a charity for the terminally stupid. You can be our spokes person. -- H.B.M.C.
"I remember my dream now, why I dug the holes."
- Jim, The Walking Dead |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/11 18:18:23
Subject: Lizardmen Tactica
|
 |
Poxed Plague Monk
North Wales
|
The Skink Priest does not gain an additional spell, it is clear from the Army Book that he counts as one level higher for casting/dispelling, so generates 3 casting dice and 2 dispel dice, and can cast spells with 4 dice, but does not gain an additional spell.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/14 01:12:50
Subject: Re:Lizardmen Tactica
|
 |
Huge Hierodule
|
 Forgot entirely about this thing. I'll look into updateing it sometime this week.
The only way to give Skink priests 3 spells is with the Plaque of Tepok.
|
Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/14 18:48:39
Subject: Re:Lizardmen Tactica
|
 |
Huge Hierodule
|
After a Long wait... The Specials!
Chameleon Skinks: At first glance these guys seem a little er... expensive, Especially for T2 Ld6. They have several improvements over the average skink skirmisher. First, they can scout. This is the factor that allows them to be useful in your army. They are your only source of scouts. Next, they have BS4, meaning that they, unlike skinks, can move, shoot at long range, and fire multiple shots, and still hit on 6's. The third is that your opponent takes a -2 to hit when shooting at them. This is key to keeping them alive. Even Elf Archers will be hitting on 5's in short range.
Chameleon Skinks are best used as a general harrassement unit. Keep them small, about 5-6 to a unit. Hide them in woods and rivers, makeing them nigh immpossible to hit with shooting, and march Block your enemy. If your enemy has lone wizards running around, attack them. Put them in positions to lure your enemies cavalry into chargeing, then flee, getting the horses stuck in the woods. Snipe at enemy monsters with poison, and generaly make a nuisance of yourself with them. One Harrassment job that they should be careful about is warmachine hunting. Most Warmachines tend to be in exposed positions, where your skinks do not want to be, and their crews are often your skinks equals up close, meaning the fights tend to be bloody. Against Dwarves, don't even attempt it. You charge, probably kill on Dwarf. The remaining two dwarves and engineer hit back with 4 shots, killing a skink. You outnumber, but they are stubborn and probably won't run. Next round you hit, but probably won't kill anything. They kill one more skink, drawing combat. Next turn, they probably win by one. Still, if you need to pin a warmachine down for 1 or 2 turns, these guys can do it.
Some things these guys need to look out for: Magic Missiles, Organ Guns, anything that doesn't need to roll to hit, really. Close Combat should also be avoided.
Terradon Riders: Well, if Chameleon Skinks are not good at warmachine hunting, what is? The Answer: Terradons! These winged Menaces are ideal for takeing warmachines. Flyers, they can easily charge enemy machines second turn. When they get in close, they hit with a S4 and S3 atack apeice. This is enough to damage or even depopulate a Warmachine crew belonging to anyone except dwarves on the charge. VS. Elves, you average 2 kills, or a whole Boltthrower crew. Against goblins, you average three kills, meaning you kill everyone but the orc bully (if there is one). Men lose crew as fast as elves, but there larger crews tend to mean some are left over. Against Dwarves you only average 1 kill, meaning it will take a few turns or a lot of luck to get rid of the unit.
Another thing that rerally helps your 'Dons is the Jungle Predators rule. Not only does this allow you to tke cover in woods, it also negates the popular practice of hideing warmahines just far enough in woods that Flyers cannot enter, but that they can see out. Terradons can root out those machines.
Do not forget Drop Rocks! This ability can be quite useful for warmachine hunting. Charge one warmachine in a way that you pass over another. The rocks will probably take a crew member or two off the machine, potentialy either depopulateing the Machine or slowing it's rate of Fire.
That is not to say that Terradons are only Warmachine Hunters! They are very useful for targeting enemy harrassers, and for lureing enemy units into bad positions via feigned flight. Because Rocks do not roll to hit, they can easily hit skirmishers, even chameleon skinks.
Temple Gaurd: The Mage Priests bodygaurds, these guys should be used as such. In combat, they can do everything that Saurus can do, but better. So why should they be relegated to gaurd duty? Because "better" in this case is one or two kills more than Saurus, or a casualty less in combat. That is good, until you consider that you can get 4 Saurus for the cost of 3 of these guys. Then consider that these guys are competeing with Chameleon Skinks, Terradons, and Cold one Cavalry for slots, and you probably can see why, for most purposes, Saurus are the Better Choice.
These guys need to be accompanied by a Slann Mage Priest. This Guy makes them immune to Psychology and Stubborn, makeing them very effective for the points. Throw in a battle standard and Cold-Blooded, and these guys are the next best thing to Unbreakable. This makes them a big, tempting target, as it gives up about 1000 victory points if it is desroyed (Standard, Battle Standard, General, 300pt for slann, 350 for unit of 20). If this unit Breaks and runs, you probably just lost the game.
It is important to protect your investment. As such, I would recomend giveing the Unit the Sun Standard of Chotec, reducing the accurracy of Missile shooting at your unit.
Cold One Cavalry: Whats better than Saurus? Fast Saurus With More attacks that cause Fear. A 2+ save and WS4 is also nice. This is one of the games heaviest heavy cavalry units, with 2 S5 and a S4 attack on the charge, and 3 S4 attacks on other turns. These Bad Boys have 2 Weaknesses: the first is their cost of 35 points, which is fairly high. The second is stupidity, which has the annoying tendancy to freeze you in place at the least opportune moments. Still, thanks to cold blooded, these guys don't fail that many. Use these guys to outflank units locked in with saurus warriors,then run after the Broken Units. On that note, I find that a prettymuch default piece of gear is the Jaguar Standard. How does a 4d6 Pursuit distance sound to you? The Sun Standard of Chotec and Huanchis Blessed totem also work well on these guys.
Kroxigers (Without Skinks): In all Honesty, I preffer units of Skinks+Kroxigers, as the skinks add ranks, numbers and banners, as well as protecting the Krox from shooting. However, if you don't want Skinks, these guys are still good. Point Krox at Heavy Cavalry, as they will hit with a lot of high strength hits, and your opponent will not get much of an armour save. They also make great Flanking units for Saurus.
Stegadon: Ahhh... The Classic Stegadon. There are two jobs for this guy: Flanking and Support Fire. The Giant Bow is the Only long-Ranged shooting in the lizardmen army. Place the Stegadon off to one side and advance slowly, shooting at heavily armoured, ranked up units and Monsters. When your enemy engages your unit, slam the Stegadon into their flank. If they pass their terror test, you will now negate their rank bonus, and gain a bonus for flanking, plus impact hits. One thing that is really important to remember is that the Stegadon is not a Warmachine. You want it up close, fireing as it goes.
I will hopefuly post the Rares latert this week, as it is a fairly short section, and then some combined tactics (Assumeing I do not forget this Thread again  )
|
Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/14 21:21:37
Subject: Lizardmen Tactica
|
 |
Dakka Veteran
|
Thanks C_C for the update. Your Tactica has been very helpful.
I do have a question that involves 'Dons and Chiefs, if you arm the Chief (on a 'Don) w/ a blowpipe, can you pass over, "Drop Rocks", wheel around and take your two Poison shots at the unit you passed over?
|
This message was edited 1 time. Last update was at 2009/07/14 21:23:14
I think I'm going to start a charity for the terminally stupid. You can be our spokes person. -- H.B.M.C.
"I remember my dream now, why I dug the holes."
- Jim, The Walking Dead |
|
 |
 |
|
|