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		<title><![CDATA[Latest posts for the thread "Terror Team Viable?"]]></title>
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				<title>Terror Team Viable?</title>
				<description><![CDATA[ Good Evening Ladies & Gentlemen,<br /> <br /> With a lot of creativity at the moment I came up with a idea that I wanted to work out: A fear causing and leadership reducting lizards army. <br /> Now I see a lot of eyebrows being lifted, but let me explain it a little further.<br /> <br /> The lizardmen have a lot of panic causing options. By designing the army in such a manner to get the greatest <span class="glossaryitem" onmouseover='gp(82);'>ld</span>-test output, the army definitely need to contain some aspects of the Lizardmen armybook:<br /> - A death Slann<br /> - More than a couple of skink priests (around 4, one should be equipped with the Terrormask, Eeeeee!!!)<br /> - Kroxigor, in a group of cohorts or just by themselves (my experience doesnt allow me to choose between those options yet)<br /> - Salamanders<br /> <br /> All of these units perform a certain role in the tactic; as you can see they are all able to either cause fear or panic or reduce the opponents <span class="glossaryitem" onmouseover='gp(82);'>ld</span>. The death slann has the ability to reduce leadership, cause terror and decimate the opponents <span class="glossaryitem" onmouseover='gp(82);'>ld</span> benificial characters. The priests can reduce <span class="glossaryitem" onmouseover='gp(82);'>ld</span> further with their iceshard blizzard and can channel some additional dice. The kroxigor are fear causing, meaning they can use the reduced <span class="glossaryitem" onmouseover='gp(82);'>ld</span> to enhance their combat abilities. At last the salamanders with their famous frying ability which causes panic even on one casualty. <br /> <br /> I hope you get the idea a little and I would like to see what you think of this tactic. I would also ask you for some tips against undead or ogre armies, I think this tactic is rather weak against these armies.<br /> Hope to be hearing from you soon!]]></description>
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				<pubDate><![CDATA[Wed, 2 Nov 2011 23:44:41]]> GMT</pubDate>
				<author><![CDATA[ Pimmilicious]]></author>
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				<title>Terror Team Viable?</title>
				<description><![CDATA[ With the nerfs caused to terror and panic, and the new <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> rules, it's not as effective as it would have been in 8th.<br /> <br /> Would have been good in 7th, but still, definitely the basis for a fun list, and it could genuinely hold its own. ]]></description>
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				<pubDate><![CDATA[Thu, 3 Nov 2011 00:29:01]]> GMT</pubDate>
				<author><![CDATA[ Cryonicleech]]></author>
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				<title>Terror Team Viable?</title>
				<description><![CDATA[ I think this is a pretty cool idea however I can't help but see it as both a strength and a weakness to build around. Kinda like warmachines great when they work sucks when they don't. So my own personal advice would be to make it an element of your plan and not the plan if you get what I'm saying Haha because the dice gods don't always go the way you want them to . ]]></description>
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				<pubDate><![CDATA[Thu, 3 Nov 2011 00:30:07]]> GMT</pubDate>
				<author><![CDATA[ larose14]]></author>
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				<title>Re:Terror Team Viable?</title>
				<description><![CDATA[ @ Cryonicleech: In the 7th edition fear was indeed very benificial for your units, especially when you outnumbered your foe. I think it is cool to try to work the new fear into my army, just because no one else does. The new <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> rules gave an additional reason to choose the lore of death on the slann mage priest; sniping the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> could keep some serious problems away.<br /> <br /> @ larose14: I think you're right about the dice gods, they are for sure unpredictable. <br /> <br /> What do you think on running a lot of skink priest, all with the signature spell? My initial idea was that of a magic phase where I could blast some characters away or maybe cast a purple sun with the slann mage priest, which doesn't consume that much power dice with his focused rumination, and with the lore of death attribute I could gain some extra dice. These dice could be used to spam iceshard blizzard on a unit in combat for example. <br /> I think that iceshard blizzard is a rather useful spell when cast on a unit in combat. With the decreased chance to hit of your opponent (which is even further decreased if my unit kroxigor is in combat, the chance of their fear going of is increased by the blizzard) you increase your chance of winning the combat. If you win combat, you have an increased chance that your opponent fails his leadership test. that seems like 3 pros to me (of which two can be (partially) denied by either the general and the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>).<br /> <br /> To give you a view of a possible list I came up with this:<br /> <br /> Slann mage priest (lore of death):   (345)<br /> - Focused Rumination<br /> - Higher state of consciousness <br /> - Plaque of tepok<br /> - Potion of speed<br /> <br /> Skink priest   (65)<br /> Skink priest   (65)<br /> Skink priest:   (90)<br /> - Dispel scroll<br /> <br /> 30 skinks:   (337)<br /> - Full command<br /> - 3 kroxigor<br /> <br /> 10 skink skirmishers   (70)<br /> 10 skink skirmishers   (70)<br /> 10 skink skirmishers   (70)<br /> <br /> 6 chameleons   (72)<br /> 6 chameleons   (72)<br /> <br /> Salamanders hunting pack:   (80)<br /> - extra handlers<br /> Salamander hunting pack:   (80)<br /> - extra handler<br /> <br /> Razordon hunting pack:   (80)<br /> - extra handler<br /> <br /> Total points: 1496]]></description>
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				<pubDate><![CDATA[Thu, 3 Nov 2011 08:03:55]]> GMT</pubDate>
				<author><![CDATA[ Pimmilicious]]></author>
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				<title>Terror Team Viable?</title>
				<description><![CDATA[ Fear is still very powerful. I've been running a fear focused list on my daemons. 3 key parts to this.<br /> <br /> Whole army causes the fear tests. Bloodthirster for terror.<br /> <br /> Death herald that is mobile with flight. Snipe <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, <span class="glossaryitem" onmouseover='gp(44);'>Gen</span>, Reduce <span class="glossaryitem" onmouseover='gp(82);'>ld</span>.<br /> <br /> Light herald <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> with -2 <span class="glossaryitem" onmouseover='gp(82);'>ld</span> banner with Pha's Protection and a failed fear test =6's to hit any of my units. <br /> <br /> Weaknesses. Other fear causing armies. I have light mage Banishment works wonders. That takes care of undead and daemons. This leaves ogres who have given me a lot of diffuculty.<br /> <br /> The fear/terror/panic method is still a viable focus, however how witll it work against armies that are immune to most of your build?]]></description>
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				<pubDate><![CDATA[Thu, 3 Nov 2011 14:04:32]]> GMT</pubDate>
				<author><![CDATA[ Acardia]]></author>
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				<title>Terror Team Viable?</title>
				<description><![CDATA[ The downside to terror and fear is so much now causes fear, terror or is immune to psychology. <br /> The thing is daemons skeles ogres anything that has frenzy or anything reallyjust ignores that or downgrades terror to fear on <span class="glossaryitem" onmouseover='gp(82);'>ld</span> 8 or so re rolling. <br /> It is fun when it works but it usually dosnt. ]]></description>
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				<pubDate><![CDATA[Thu, 3 Nov 2011 20:12:50]]> GMT</pubDate>
				<author><![CDATA[ cowpow16]]></author>
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				<title>Terror Team Viable?</title>
				<description><![CDATA[ Slaanesh Daemons have probably the easiest time of this.  Their Phantasmagoria spell makes all enemy units roll an extra <span class="glossaryitem" onmouseover='gp(24);'>D6</span> on any leadership spell and discard lowest (reverse cold blooded).  And of course every single Daemon causes at least fear.  Likewise Masque can reduce an enemy's leadership by D3--this has been <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>'d to also lower the general's <span class="glossaryitem" onmouseover='gp(82);'>LD</span> if that is the value they are using!  Heralds/Keeper can force a unit not to be able to use another model's <span class="glossaryitem" onmouseover='gp(82);'>LD</span>.  Etc.<br /> <br /> <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> Slaanesh spell list can do it too.  Force everyone to take a panic test in 18".  Give a unit fear/terror.]]></description>
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				<pubDate><![CDATA[Thu, 3 Nov 2011 21:05:19]]> GMT</pubDate>
				<author><![CDATA[ DukeRustfield]]></author>
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				<title>Terror Team Viable?</title>
				<description><![CDATA[ If you want to terrorize tz magic and a lord with anything that causes terror and <span class="glossaryitem" onmouseover='gp(224);'>th</span> gift that males the enemy test at an additional minus one. Not super effective but still works.<br /> <br /> Also tz magic (pandaemonium) and hellcannon ok so test at your base <span class="glossaryitem" onmouseover='gp(82);'>ld</span> without using any characters <span class="glossaryitem" onmouseover='gp(82);'>ld</span> and then make that a -1 because the hellcannon is awesome. (this involves the cannon hitting the unit).]]></description>
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				<pubDate><![CDATA[Fri, 4 Nov 2011 05:27:53]]> GMT</pubDate>
				<author><![CDATA[ cowpow16]]></author>
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