shamroll wrote:@Sneaky_Gobbo: I've been looking over your battle reports and they have been pretty helpful. I'm not 100% sure what you mean by double flee or how to properly set up for it but overall it has been pretty helpful. I only have 60 skinks and I'm trying to keep my army to 1 case at the moment so I'm not going to go full skink army just yet. Not until I get some more battles under my belt and figure out my preferred play-style. I also don't do competitions so I don't mind the uphill battle (my
40k army is tyranids which I started in 5th edition). So for now I'll probably be running mixed saurus/skink armies.
How are Kroxigors? Are they better on their own or with Skink cohorts?
How are Cold Ones? They seem to be good on a lone Scar-vet and used for flanking and hunting. Are the Cold One Cavalry just too costly to be an effective unit? Dumb question but what is the minimum width of the unit, 5 or 4? I thought they have to be at least 5 wide but most cavalry is sold in groups of 8 which would make more sense for 2 ranks of 4 wide, not 1 full rank + 3 in the second rank.
The Double Flee looks like this:
E=Enemy
T= Terradons
Step 1: You park two units in front of an enemy unit like below:
EEEEEEEE
TTT TTT
Step 2: he declares a charge on one of the units which flees
EEEEEEEE
TTT
TTT
Step 3: He then redirects and the second unit flees as well:
EEEEEEEE
TTT
TTT
Step 4: He fails his charge as he can't complete the charge as the original unit he attempted to charge prevents it. The trick of making it work is ensuring that you can control the flee angles and making sure that the first unit ends up in front of the second (you'd usually stagger the two units). If you can avoid other enemy units declaring charges (not always possible) you can tie up an enemy unit forever in this way. It works with any unit but is best done with Terradons (or any fast cavalry) as they have the feigned flight rule which means they can reset the double flee every turn.
For learning stick with a combined arms list
tbh, I'm a big fan of light to buff saurus and skrox. Slann do not need to be in
TG units to be safe either.
I would definitely only run Skrox in large Skink units. These can be very capable if you point them in the right direction (they're very good against monsters as they can't be stomped). Check out this link which is Jack Armstrong (a top
UK lizard player) talking about how he uses Skrox.
http://baddice.co.uk/daily148/
Cold Ones are fantastic mounts for Scar Vets, who can be kitted out to be virtually unkillable with
BRB items and their awesome statline. This is a great podcast on how to kit out scar vets:
http://baddice.co.uk/daily145/
Cold One Cavalry are a bit too expensive for what you get due largely to the low initiative meaning they have to get smacked before they can even go. I haven't ever used them though so I could be wrong and it could be cool to make a Cold One bus where the front rank is Scar vets and an Old Blood. As for how wide to make your ranks, I would always go with a minimum of 5 so you can count rank bonuses unless you're planning to hit something you know you will crush mercilessly.
Hope this helps, at the end of the day you can theoryhammer all you want on the net, but it probably won't really start to gel until you start playing plenty of games at 2k+ points which is where the rules really start to work correctly.