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| Considering starting lizards; need advice | |
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| Tweet Topic Started: 7th December 2009 - 01:24 AM (625 Views) | |
| UnderTheEarth | 8th December 2009 - 10:04 PM Post #16 |
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Grey Seer Scabrac
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Actually, cold one knights will win if they get the charge on chaos knights ....ussually... yes, they are expensive, but they cause fear and have 2+ saves! and 4ws saurus? WIN! |
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| Old Foggy | 9th December 2009 - 12:12 AM Post #17 |
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One of the biggest appeals of cold one cavalry units is their ability to take a magic banner. The lizardmen banner selection isn't all that appealing, at least in my opinion, but they are able to take Huanchi's blessed totem. The extra movement may not seem like much, but there is really nothing than can prevent it and it can lead into some unexpected charges. |
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| Ikit'sKlaw | 9th December 2009 - 06:27 PM Post #18 |
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Clanrat
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Bulk up your Temple Guard to 15-18 just like the Saurus Warriors, and put Chaqax the Eternity Warden in there. He is a combat monster (and I think he is only a hero? If so-) stick him in the the Slann and Temple Guard. If they do happen to receive a charge, Chaqax will strike before anyone due to the Starstone Mace, which is a horrible weapon to receive. Question on that note: His rule is 'your opponent attacks last', if that's case, would the Temple Guard get to attack before chargers as well? |
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... Mi Mi Mikuru Beamm!.. | |
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| Clanseer Skabrius | 9th December 2009 - 07:11 PM Post #19 |
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Lord of the Undermountain
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If you want a nasty lizardman list, take a unit of temple guard with slann, and double EotG. That's a nasty combination. |
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| UnderTheEarth | 9th December 2009 - 08:06 PM Post #20 |
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Grey Seer Scabrac
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Too expensive imo, take 16 temple guard this will give you exactly full rank bonus
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| Old Foggy | 9th December 2009 - 09:17 PM Post #21 |
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Since the dawn of the 7th edition update, I've been using a lone slann list. My only qualm with it is that the slann is only able to cast as if it were a large target when escorted by temple guard. Running two engines as well as a slann would require spending something around 1,200 points between those three models. When you factor in the expense of temple guard or perhaps Chakax, then that number only continues to climb. I suppose it could be fun to play for a few games, but placing a heavy emphasis on magic can very quickly begin to work against you. As a closing note, stegadons are only exceptional in the first turn of combat if they are able to charge. If you do not break the enemy that turn, then it will require some exceptional rolls to get it out of combat. Each round of combat is also another round of attacks which can be directed at the priest. To answer the question about striking last, that ability is only active while he is fighting in a challenge. |
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| Bibamus | 10th December 2009 - 10:13 PM Post #22 |
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Grey Seer
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1 more thing i need to know... 2 actually. a. whats up with terradon riders? javelins and drop rocks seems quite weak for their point cost, and still expensive for march blocking and/or frenzy bating b. what are the general sntreghts and weaknesses of the lizardmen army, not any for particulat units, but for the army in general. thanks in advance
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It would be ugly to watch people poking sticks at a caged rat. It is uglier still to watch rats poking sticks at a caged person. 13th spell casts: 2 Kills: 32 Grave Guard,1 Vampire Lord | |
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| carcharoth | 11th December 2009 - 02:08 AM Post #23 |
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Slayer of Lizardmen
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Strengths of the lizzie army: awesome cc power excellent LD very strong magic units either maneuverable (skinks) or tough (saurus) good short-range shooting weaknesses of the LM: gnerally expensive limited verasitility no real long-range shooting notice 5 pros to 3 cons <_< . gnerally, lizzies have an eliteist core augmented with harassment units and backed up with monsters. a good portion of thier list is considered inefficent or downright useless (jungle swarms, razordons, chameleon skinks, ranked skinks, kroxigors, etc.), but those that do work are devaststing and very efficient. they have a very strong magic phase. a slann with a few skink scroll caddies can effectively eliminate the enemy magic phase unless they go wizard-heavy. for the terradons, i wouldnt know much about them, having never faced the critters. |
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| UnderTheEarth | 11th December 2009 - 02:36 AM Post #24 |
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Grey Seer Scabrac
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And as long as stormy stays reactivatable I won't even consider bringing them
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| Old Foggy | 11th December 2009 - 01:23 PM Post #25 |
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Terradon riders very well may be one of the best choices in the book. They are highly mobile fliers which fill a much desired role in army. They may seem pricey, but drop rocks is an outstanding ability. With it, even a unit of three terradons can cause a substantial number of hits to a unit and then land either behind them or on the flank of the unit. If the unit panics, they will run away from the terradons and perhaps into another unit. Aside from that, they are able to deal with warmachines and lone mages which can be very problematic given that the army does not have much in the way of long range shooting. While I personally didn't field them during the last edition, I do plan on adding a unit sometime in the future. |
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| Bibamus | 11th December 2009 - 10:49 PM Post #26 |
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Grey Seer
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hmm, did not consider war machine killing, i'm used to having the solution for that with skaven, i do see their point now, wish they were plastic tough... |
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It would be ugly to watch people poking sticks at a caged rat. It is uglier still to watch rats poking sticks at a caged person. 13th spell casts: 2 Kills: 32 Grave Guard,1 Vampire Lord | |
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| SkitterPaw | 13th December 2009 - 04:55 AM Post #27 |
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Chieftain
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Drop rocks is just amazing. With drop rocks (using 4 'dons) i knocked out something like 4-5 Khornate WoC. That saved my Kroxigors. Yes, terradons really are worth it. They should be plastic though. |
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| UnderTheEarth | 13th December 2009 - 05:20 AM Post #28 |
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Grey Seer Scabrac
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aww well, the models are cool enough |
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| SkitterPaw | 13th December 2009 - 05:27 AM Post #29 |
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Chieftain
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Very True. |
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