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Made in au
Dusty Skeleton




Well, with the new Lizardmen Army Book you can now tear them apart. By shooting a Stegadon's poisoned bolt thrower through the flank the whole unit is destroyed. You shoot the flank with the bolt thrower, and if you roll a six, the poisoned shot automatically wounds. Bolt throwers allow no armour saves and automatically wound, so all you need to do is shoot it through the flank and roll a six. I know it's a bit hard to roll a six, but then you can cast Second Sign of Amul to get D3 re-rolls. This tactic isn't enough for someone to take a Stegadon in their army, but I thought you might like to know how to remove those Chaos Knights.

B
   
Made in us
Squishy Squig




Even if you get 3 re-rolls with Second Sign of Amul, the book says you can only re-roll any single dice roll once. But that is still REALLY scary...I'll have to be even more careful with my Chaos Knights when playing against Lizardmen. Having them go down in one fell swoop would be really depressing.
   
Made in au
Dusty Skeleton




Well, what I'm saying about the re-rolls is that it doesn't matter how many you get, but that you can re-roll the dice when rolling to hit.

B
   
Made in fi
Jervis Johnson






This has been rules-lawyered to death at the warhammer forum already, and the final consensus was that unless an FAQ changes something the poison auto-wound applies only to the first model hit.
   
Made in us
Longtime Dakkanaut





I think that concensus is only the whiners saying 'I don't like how this works'.
   
Made in us
Hellacious Havoc





WI

Wait, wait, I gotta do this; being a player of chaos for so long and getting razzed for it..

[joke] Lizarman cheese!!! [/joke]

Really though, just don't let them flank you. Isn't that hard with knights movement. You just have to watch out for the horseshoe invite with a stegadon on each flank. Then again that's alot of points in Stegs.

thalor

This message was edited 1 time. Last update was at 2009/02/07 15:00:23


 
   
 
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