Rare choices!
Ancient Stegadon: For 40 points more than a Stegadon, you can get one with +1S, -1I and -1A, as well as a better save (For Beast and Crew). Like the Normal Steg, it is Immune to psychology and Stubborn. You need to be careful with your Steg, as it cannot flee as a charge reaction. This makes positioning critical, as the key to useing stegs properly is to get the charge. Stegs generally cannot deal with enemy infantry or cavalry on it's own, especially if they do not charge, Unless the unit in question is very poor in close combat (Such as Archers). They are best employed for a supporting charge. Lock an enemy unit in combat with one of your heavy infantry units (Such as Saurus or Kroxiger), then slam a US 10 Terror-causer into their flanks. Between Impact hits and the Flanking charge, your opponent will be hard-pressed to face you. Also, do not Forget Terror.
Keep Giant blowpipes in mind. They can fire a ridiculus number of shots, but should not be the sole purpose of this unit. They do, However, give you a bit of Flexebility.
Salamander hunting Packs: If you need to kill enemy troops by the score, these are the best unit in your army. With the ability to put out 3 Flame templates a turn, these guys can shred massed infantry. Shoot at Units that fulfil the following criteria:
-Low Toughness
-Low Ld (For Panic)
-High armour (-3 Saves, woot!)
-High numbers grouped close together
-Regeneration
Avoid Units with:
-High toughness
-Immunity to Fire
-Low Model Count
Razordon Hunting Packs: What can I say, Last word in "Keep off" signs. Able to crank out up to 60 S4 shots with ideal rolling for a stand-and-shoot action. No penalties for long range, moveing and shooting, or Standing and Shooting. Be careful when positioning these guys. If you are to close to enemy chargers, you loose your primary advantage. These units can also be used to weaken advanceing enemy units. Move Forewards, shoot, then move back as your enemy advances, while still shooting.
Hunting Packs: Hunting Packs in General possess the best mundane shooting in the Lizardmen army, cause Fear, and are aquatic. They suffer frm short ranges and High cost, as well as the fact that every misfire kills 1-3 crewskinks. When all crewskinks are slain, you have to take a monster reaction test. On Ld4, even with cold blooded, that isn't pretty. It is for this reason that I recomend that you buy extra crewskinks as standard. In order to deal with the short range, I recomend useing aquatic. Get close in a water feature, then open fire on your enemy.
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