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534 Posts
Howdy all,
Thought it was about time i shoved another tactica up. The boring stuff is out of the way, and its on to the sweet juicy fun parts of the army book.
First up we have chameleon skinks. these guys were pretty much useless in 7th, as their only advantage over regular skinks was the scout ability. and u know what? T2 scouts= dead scouts :angry:
yeh, thats right. these guys that cost as much as a saurus? stil WS2 T2 no save. Dear. Lord. :shok:
but in 8th they have their uses thanks to the change in the scouts rule. now we can set our 5 camo guys up 12" away from the enemy, and pop all we got at an enemy war machine. BS4 means even at long range we can multi-shot and move and still claim poison shots against them. next turn, dont expect them to stil be ther, as the enemy WILL take vengeance. but so what? your 60pt unit wiped out a 100pt+ war machine and saved your Slann from one threat. if it helps, model them with kamikaze style headbands
i dont see why you shouldnt set 60 or 120pts aside for a unit or two. they are always handy to have. remember, defending your slann is priority no. 1 for your lizzies
next up is our other disruption unit, terradons. unlike the chameleons, these guys were a must-have in 7th, as they were cheap, effective and relatively potent flying units. in 8th their role has not changed much, and i have found them to be extremely useful for their points. the strider (forest) rule is far more potent in this edition with the increase in the amount of terrain on the board. plus their drop rocks ability is still a brilliant anti-skirmisher/warmachine mechanism that is very easy to get off. and with 2 wounds and a stomp attack (thank you monster base) they can handle themselves in close combat against other light cav and skirmishers. a unit of 5 is only 150pts and is very effective
cold one calvary are our next option. With a 2+ save, plenty of S4 attacks (5 on the charge of course) and fear, these guys are damn good looking calvary. the negatives are a relatively slow pace (for cav) and stupidity. with the boost to LD provided by a BSB, if you keep them fairly central or as part of your main battleline they should avoid stupidity easily enough
the only problem is the supposed "nerf" that players are screaming about to cavalry in this edition. for too long players have relied on those big units of chosen chaos knights and the like to break the enemy and win the game for them in one charge. well its time to use them tactically from now on. cold one riders are hard as nails and so can reliably take on small units, skirmishers and other cavalry units. otherwise, they can only really do damage if supported by a good unit of infantry (read:saurus. cos we dont have any others!) time you all learned to use your units with a bit of synergy rather than letting a unit go all Rambo on the enemy.
i personally dont use them because i find 35 pts a model too steep for what they do. i would recommend not taking them, but it's your army
kroxigor look good on paper. M6, S6, 3W 4+ save ain't too shabby. but what you have to realise is that T4 4+ save is NOTHING in this game. that is a save for a saurus warrior, but he costs a fifth of the cost of a krox. so you can get 5 saurus for the cost of 1 krox. i know which one i would rather have. there are better models to spend your points on
Ah the temple guard, the "Elite" infantry of the army :laugh: our elite have an extra point of WS, I and light armour....i can hear the champagne corks popping already :wacko: these guys should NEVER be taken without a Slann in your army. without a Slann they are just overcosted, better equipped saurus.
With a SLann they are a practically unbreakable anchor unit you can stick right at the centre of the board and it will not move. I dont like them though. miscasts hurt like a sledgehammer to the testicles. they are only just above-average fighters, and against other elite infantry they will melt away. and due to the stepping up rule, once you are down to one rank of temple guard those wounds start going on the slann. read the rules, those wounds go on the rear rank- if the slann is on the rear rank, bingo!
although how this works against a Slann with Higher State is beyond me. maybe they go on the temple guard, maybe they are ignored. ill throw a thread up in the rules discussion and see what happens with that
overall, i feel the temple guard arent worth it. i know many of you will disagree with me, but im calling it as i see it.
finally we have mr steg. this guy was the whole reason i started collecting the lizzies in the first place and he has always had a place in my army. with 8th, the steg cant just run around breaking units by himself, as steadfast will always hold them together no matter how many he squishes. what he does bring to the table is the only long range warmachine we have (which is mobile AND poisoned so aint bad) and is far sturdier and harder to take down than any chariot. it also dishes out a ton of hurt on the charge. this guy has gone from front-and-centre rank buster to a flank charger who will give most flanking units the willies.
the only stumbling block is the cost. 235pts isnt over the top for what he does, but for 40 points more you can grab an ancient steg. higher strength alone is enough of a selling point for me, the scaly skin and the funky weaponry are just bonuses. but a regular steg is stil a worthwhile investment
well there you go, the special choices available. There is no unit that i would say you should NEVER take as they all have their strengths and place in the army, although IMO kroxigor are probably the weakest unit of them all.
I would always recommend either terradons or chameleons at the very least, if just to take out warmachines that could threaten the slann.
thats all from me again, ill tackle the rare tomoro and then we will bring it all together and build up a few army lists
for the glory of Sotek
Sir Mike
Thought it was about time i shoved another tactica up. The boring stuff is out of the way, and its on to the sweet juicy fun parts of the army book.
First up we have chameleon skinks. these guys were pretty much useless in 7th, as their only advantage over regular skinks was the scout ability. and u know what? T2 scouts= dead scouts :angry:
yeh, thats right. these guys that cost as much as a saurus? stil WS2 T2 no save. Dear. Lord. :shok:
but in 8th they have their uses thanks to the change in the scouts rule. now we can set our 5 camo guys up 12" away from the enemy, and pop all we got at an enemy war machine. BS4 means even at long range we can multi-shot and move and still claim poison shots against them. next turn, dont expect them to stil be ther, as the enemy WILL take vengeance. but so what? your 60pt unit wiped out a 100pt+ war machine and saved your Slann from one threat. if it helps, model them with kamikaze style headbands
i dont see why you shouldnt set 60 or 120pts aside for a unit or two. they are always handy to have. remember, defending your slann is priority no. 1 for your lizzies
next up is our other disruption unit, terradons. unlike the chameleons, these guys were a must-have in 7th, as they were cheap, effective and relatively potent flying units. in 8th their role has not changed much, and i have found them to be extremely useful for their points. the strider (forest) rule is far more potent in this edition with the increase in the amount of terrain on the board. plus their drop rocks ability is still a brilliant anti-skirmisher/warmachine mechanism that is very easy to get off. and with 2 wounds and a stomp attack (thank you monster base) they can handle themselves in close combat against other light cav and skirmishers. a unit of 5 is only 150pts and is very effective
cold one calvary are our next option. With a 2+ save, plenty of S4 attacks (5 on the charge of course) and fear, these guys are damn good looking calvary. the negatives are a relatively slow pace (for cav) and stupidity. with the boost to LD provided by a BSB, if you keep them fairly central or as part of your main battleline they should avoid stupidity easily enough
the only problem is the supposed "nerf" that players are screaming about to cavalry in this edition. for too long players have relied on those big units of chosen chaos knights and the like to break the enemy and win the game for them in one charge. well its time to use them tactically from now on. cold one riders are hard as nails and so can reliably take on small units, skirmishers and other cavalry units. otherwise, they can only really do damage if supported by a good unit of infantry (read:saurus. cos we dont have any others!) time you all learned to use your units with a bit of synergy rather than letting a unit go all Rambo on the enemy.
i personally dont use them because i find 35 pts a model too steep for what they do. i would recommend not taking them, but it's your army
kroxigor look good on paper. M6, S6, 3W 4+ save ain't too shabby. but what you have to realise is that T4 4+ save is NOTHING in this game. that is a save for a saurus warrior, but he costs a fifth of the cost of a krox. so you can get 5 saurus for the cost of 1 krox. i know which one i would rather have. there are better models to spend your points on
Ah the temple guard, the "Elite" infantry of the army :laugh: our elite have an extra point of WS, I and light armour....i can hear the champagne corks popping already :wacko: these guys should NEVER be taken without a Slann in your army. without a Slann they are just overcosted, better equipped saurus.
With a SLann they are a practically unbreakable anchor unit you can stick right at the centre of the board and it will not move. I dont like them though. miscasts hurt like a sledgehammer to the testicles. they are only just above-average fighters, and against other elite infantry they will melt away. and due to the stepping up rule, once you are down to one rank of temple guard those wounds start going on the slann. read the rules, those wounds go on the rear rank- if the slann is on the rear rank, bingo!
although how this works against a Slann with Higher State is beyond me. maybe they go on the temple guard, maybe they are ignored. ill throw a thread up in the rules discussion and see what happens with that
overall, i feel the temple guard arent worth it. i know many of you will disagree with me, but im calling it as i see it.
finally we have mr steg. this guy was the whole reason i started collecting the lizzies in the first place and he has always had a place in my army. with 8th, the steg cant just run around breaking units by himself, as steadfast will always hold them together no matter how many he squishes. what he does bring to the table is the only long range warmachine we have (which is mobile AND poisoned so aint bad) and is far sturdier and harder to take down than any chariot. it also dishes out a ton of hurt on the charge. this guy has gone from front-and-centre rank buster to a flank charger who will give most flanking units the willies.
the only stumbling block is the cost. 235pts isnt over the top for what he does, but for 40 points more you can grab an ancient steg. higher strength alone is enough of a selling point for me, the scaly skin and the funky weaponry are just bonuses. but a regular steg is stil a worthwhile investment
well there you go, the special choices available. There is no unit that i would say you should NEVER take as they all have their strengths and place in the army, although IMO kroxigor are probably the weakest unit of them all.
I would always recommend either terradons or chameleons at the very least, if just to take out warmachines that could threaten the slann.
thats all from me again, ill tackle the rare tomoro and then we will bring it all together and build up a few army lists
for the glory of Sotek
Sir Mike