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		<title><![CDATA[Latest posts for the thread "lizardmen, questions questions"]]></title>
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				<title>lizardmen, questions questions</title>
				<description><![CDATA[ OK, here we go. First off, I would like <span class="glossaryitem" onmouseover='gp(415);'>ot</span> thank everyone for the good discussions I've read on liardmen. It's really good to sift around some of the older threads and see what makes things tick. It's a little frustrating that sometimes you read something thought-provoking in an old thread, want to ask questions about it, but know that if you do people will holler about threadromancy not being cool. This causes a lot of re-posting of old quesitons, I think, in efforts to avoid the forum foe-paw known as threadromancy. Anyway, I'm sure osme of you have seen these before. I'd be grateful for the input.<br /> <br /> Lords choices. High points games (think hardboyz). Slann for number one (personal choice), but how about for another lord? Should you go for the nike oldblood, or take a HUGE risk for another point-sink Slann? You can't protect him as well (only one Magic Item of 2+ ward save) from shooting, but the potential of two of these things running about is a siren song. Also, not quite sure about the nike oldblood as far as usage. Seems to me that he is best as a flanker, taking away rank bonuses from units engaged with your blocks. But what if you want to run a skink list, and don't really have traditional blocks (beyond kroxigors, say)? Also, with the Slann, how adivsable is it to run him without a temple guard block? If you have legions of little skink units around, can they stall long enough to keep your opponents hammers away from the Slann, or until your own hammers can get into their flanks? If a Slann is in a <span class="glossaryitem" onmouseover='gp(536);'>TG</span> block, can he cast to his side or behind him? If not, could he even do such a thing if traveling alone? I don't think so, but I have 2 weeks before I can even get back in the states to try this stuff out. I'd like to know as much as I can before I throw models down, if you don't have a lot of playing experience you can only meta so much.<br /> <br /> One big reason I am interested in 2 slann is a certain skaven army we have running about my <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span>. 14 dispel dice or some such crap. That's enough to shut down a slann, but not two. Another way around that would be 2 oldbloods, I guess. Anyone face armies like that much? Ever have a 2nd <span class="glossaryitem" onmouseover='gp(44);'>gen</span> Slann just shut down?<br /> <br /> That'll do for now. More <span class="glossaryitem" onmouseover='gp(415);'>ot</span> come later, bank on it.]]></description>
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				<pubDate><![CDATA[Tue, 18 Mar 2008 11:18:25]]> GMT</pubDate>
				<author><![CDATA[ grizgrin]]></author>
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				<title>lizardmen, questions questions</title>
				<description><![CDATA[ I'd personally choose 2nd <span class="glossaryitem" onmouseover='gp(44);'>gen</span> + nike oldblood. The 2nd slann couldn't get the 2+ <span class="glossaryitem" onmouseover='gp(149);'>ws</span> vs shooting which I think is quite important, and with couple of skink priests as a support, the lizzie magic phase should be quite impressive nevertheless. Also, the olblood, when equipped properly, can tie up dragons and such in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> which the rest of the lizardmen army may struggle with. And you know what you'll see in those 3,5k games? Yes, among other things, dragons or big nasty monsters who have similiar traits. ]]></description>
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				<pubDate><![CDATA[Wed, 19 Mar 2008 01:15:32]]> GMT</pubDate>
				<author><![CDATA[ Chaoslord]]></author>
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				<title>lizardmen, questions questions</title>
				<description><![CDATA[ I personally like my Treeman slaying Oldblood on Carnosaur for very large games.<br /> <br /> Nike Oldblood is good, but so long as you only take a 4th generation Slaan, dual Slaans can work, since the 4th <span class="glossaryitem" onmouseover='gp(44);'>gen</span> doesn't give up 300VP when he pops.  Nike Oldblood also doesn't negate ranks since he is only US1.<br /> <br /> Temple Guard are a preference, and it depends on how secure you feel with your Saurus blocks as possible protection.  I find that in 2000pt games I don't need <span class="glossaryitem" onmouseover='gp(536);'>TG</span> and my Slaan can just float around by himself.  The Slaan has normal <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> arc when by himself and in a unit, but Skink Priests can provide <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> in 360 for him.<br /> <br /> Against normal armies, my 2nd <span class="glossaryitem" onmouseover='gp(44);'>Gen</span> Slaan only ever shuts himself down.  No one ever has enough dispel dice to defend, and most don't have more than 2 dispel scrolls which they burn quickly.]]></description>
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				<pubDate><![CDATA[Wed, 19 Mar 2008 07:42:12]]> GMT</pubDate>
				<author><![CDATA[ Famder]]></author>
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				<title>lizardmen, questions questions</title>
				<description><![CDATA[ I agree one 2nd <span class="glossaryitem" onmouseover='gp(44);'>gen</span> slaan should be more than enough to overpower the enemy in the magic phase. also he helps to shut down their magic phase.<br /> <br /> yes you want to take the <span class="glossaryitem" onmouseover='gp(536);'>TG</span> for your slaan's bodyguard. they can hold the line very nicely, as they are stubborn, cold blooded, and if the slaan is the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> re roll break tests. they should never be running. <br /> <br /> i'd run the 2nd <span class="glossaryitem" onmouseover='gp(44);'>gen</span> slaan with 2 scar vets, and one skink priest to help out your magic some and be a scroll caddie. if you really want you could do 2 skink priests and one scar vet]]></description>
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				<pubDate><![CDATA[Tue, 25 Mar 2008 02:32:43]]> GMT</pubDate>
				<author><![CDATA[ Bastirous666]]></author>
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