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Black - Open Green - Completed Red - Work in progress
1.1.1. Slann - <Demandred>
1.1.3. Saurus Oldblood
1.2.1. Saurus Scar-Veteran - <Knight Errant>
1.2.3. Skink Priest - <Lewbot1>
1.2.4. Skink Chief
1.3. Special Characters
1.3.1. Lord Kroak
1.3.2. Lord Mazdamundi
2.1.1. Saurus Warriors - <Knight Errant>
2.1.2. Skinks - <Demandred>
2.1.3. Skink Skirmishes - <TheGuiding>
2.1.4. Jungle Swarms
2.2.1. Chameleon Skinks - <TheGuiding>
2.2.2. Terradon Riders
2.2.3. Temple Gaurd - <Demandred>
2.2.4. Cold One Cavalry - <Knight Errant>
2.3.1. Ancient Stegadon
2.3.2. Salamander Hunting Partys - <Knight Errant>
2.3.3. Razordon Hunting Partys - <lewbot1>
3. Magic Items
3.1. Common Magic Items
3.2. Magic Weapons
3.3. Magic Armor
3.5. Enchanted Items
3.6. Arcane Items
3.7. Magical Standards
4. Lizardmen Magic
5.1. The Lore of Fire
5.2. The Lore of Metal
5.3. The Lore of Shadow
5.4. The Lore of Beasts
5.5. The Lore of Heavens
5.6. The Lore of Light
5.7. The Lore of Life
5.8. The Lore of Death
(Different deployment stratergies etc)
7. Use of Terrain - <Knight Errant>
(Advantages/disadvantages of terrain)
8. The Opening Turns
(Game plans for different army builds early on)
9. The End Game
(Bringing it all together and completing set plans)
10. The Principles of Attack
(Stratergies against certain foes/army builds ie. dwarfs, hordes etc)
11. The Principles of Defense
(Charge reactions, Baiting, march blocking etc.)
Last edited by -The-White-Lizard-; April 13th, 2010 at 03:11.
Pros and Cons
-1 To Hit
Ignore different terrain
more expensive than rank n file Skinks
Screen – Use the Skinks as a shield against shooting for your main combat units.
Harassment – Deploy the skinks on the flanks of your army, and use them to move around enemies whilst shooting. Picking of some models every turn.
Redirection –This is more of a sub-role for the harassers. Use the skinks to guide the enemy away from its path making sure you shape the combats.
US 10: The unit has enough shooting to hurt and is still small enough to fit trough small openings.
US 12: Is also a common setup. Mostly used if there are some points available. This setup makes the unit more resilient against panics since there are more models that need killing before a panic test is in order.
Brave – A brave is typically not worth the extra points cost. Since the brave only gives the extra attack which is no use, and the +1 BS. Skink Skirmishers will probably require a 6+ To Hit enemies due to modifiers and therefore rely on poison to wound. This makes the extra Ballistic Skill not worth the points.
Javelins and Shields – This relies on personal preference. Using the javelins means that there are no modifiers while shooting and you keep the poison. However the blowpipes punch out more attacks because of their multiple shot.
Skirmishing – The -1 To Hit modifier against shooting comes in handy as their T2 won’t protect them from enemy bow fire. Because they run in a loose formation they can ignore difficult terrain, which is great when outmaneuvering an enemy! The loose formation also benefits them when it comes to shooting, since they have a 360 degrees Line of Sight.
Skirmishing however makes it harder to position them right for redirection. Because the first model that the enemy can reach will be used, and you don’t get to measure the placing of the models when setting up for a redirection is crucial.
Blowpipes – The short range of the blowpipes is a disadvantage against long range enemies. But with the M6 the enemy can be outmaneuvered. The poison and Multishot work great against low armor save enemies.
Ways to go:
Low armor targets (both high and low toughness)
Fast cav, skink skirmishers are the way to go against nasty fast cav moving in on the flanks!
Ways to avoid:
Combat, with their T2 no saves the skink skirmishers aren’t meant for combat.
High armor save enemies, you won’t get any wounds against these tin cans.
• Movement 6
• Strength 4 shooting
• Great flank protecting
• Fear causing
• High Misfire chance
• The FAQ changes
• Relatively Expensive
Add Extra Handler: This is a no-brainer, adding an extra handler will help prevent the frequent misfires decimating your handlers and forcing a monster reaction roll. Unless you are really desperate for an extra few points this should always be done.
Setup: Razordons should be set up as they were intended to be used, as defensive fear causing monsters. Armies with Razordons in them usually take a minimum of two per unit with most people opting for three in one unit – if you are going to take them, go the whole hog.
Their movement 6 allows you to close down the flank early and allows them to advance alongside any Skink/Kroxigor units you field, protecting them as well as the slower Saurus behind.
Strength 4 shooting
Strength 4 shooting is the strongest shooting a lizardman army can deliver with the exception of the giant bow. The -1 armour save it delivers is again a useful deterrent to swift moving but lightly armoured flanking units to attack.
Great flank protecting
They are arguably one of the most effective flank protecting units that the Lizardmen can field. With the possibility of 2 artillery dice strength 4 armour piercing shots being inflicted upon an attacking unit per Razordon, not many opponents will feel safe charging you, stalling possible flank attacks.
Fear needs no real explaining but is again a useful deterrent to flank strikes.
The Misfire chance
On a normal shooting attack there is a 42.12% chance of at least one Razordon in a unit of three Razordons misfiring. When standing and shooting and thereby rolling double the normal amount of dice allowed, you have a 66.51% chance of misfiring.
The FAQ changes
Taking into account the ludicrous FAQ rules, if one Razordon misfires the others also do not fire. This means that only 57.88% of the time, in a unit of 3 Razordons will you actually shoot at all from a normal shooting attack. Obviously while this is still a major deterrent to enemies wanting to get close, it severely reduces their effectiveness.
At 80 points a Razordon, they are very expensive for the high misfire chance they come with. This is another contributing factor as to why they are not a common sight in most armies.
Unfortunately being unit strength 3 means that missile fire at the unit does not suffer a -1 to hit penalty making them easier to take down using long ranged missile fire.
General Tactics: Razordons are very effective flank guards. Their 2 artillery dice of hits while standing and shooting is usually enough to put off most enemies charging them or even attempting a flank attack on other troops. They should be deployed on your flank – Or flanks if you take two units. This should prevent most flank attackers and is great for preventing a negation of your Saurus’ combat resolution.
Keep them on your flanks
Give them sufficient space to outmanoeuvre or avoid enemy troops
Pray they don’t misfire too much…
Treat them as a game winning unit, they are our most unpredictable troops so don’t rest a game strategy on them performing well, always have a back up.
Send them into close combat unsupported, they are too expensive to be wasted in a combat they have little chance of winning without rank bonuses.
i think you've kinda misinterpreted the faq regarding razordons there alil it doesn't mean that 1 missfire equals no shots for the unit it simply means that 1 miss fire equals no shots for that razordon so in a stand and shoot reaction you roll two arty dice if 1 rolls 10 and the other rolls missfire then the missfire takes precedence and that razordon does not get to fire the other 10 shots
Q. What happens if a Razordon stands and shoots and both artillery dice roll a Misfire? Are 2D3 Skinks eaten? And if only one artillery dice rolls a Misfire? Do we have 1D3 Skinks eaten and still a number of shots given by the other dice?
A. If you roll a misfire on either of the dice, no shots are fired and the unit loses D3 Skinks. If both roll a misfire, no shots are fired and the unit loses 2D3 Skinks instead.
Its open to interpretation, as seemingly ALL the Faq's are >.> but when it says "no shots are fired" I take this to mean that the unit does not fire any shots. As I said its open to interpretation but thats how I've played it since the Faq's came out :/
How do you others play the faq rule?
I took that to mean that no shots were fired from that particular Razordon. I suppose since it says the unit loses D3 skinks you could also apply that to no shots are fired "by the unit." My original interpretation though is that it is only the misfiring Razordon that does not get any shots.
I also interpreted it to mean that misfires only apply to the individual Razordon that misfired, not the entire unit. So, in order for the entire unit to have a no-shots-fired situation, all of the Razordons in the unit need to misfire individually.
Well I interpreted it like this:
Every razordons shoots for itself, so when a razordon shoots at his own unit... than the other one can still fire at the enemy (if there are enough skinks left). Otherwise as you interpreted it (@lewbot) you should throw all the artillery dice for all the razordons in a unit at the same time. Which seems pretty awkward to me.
but as you said, this is one of those rules that isnt crystal clear.
I think you should mention salamanders and razordons can be quite nasty as support in a combat. str 5 is nothing to sniff at and if you throw them in the flank of a unit engaged with one of your combat units you will get a flank bonus because they have Us3 each. They work rather well when thrown into a unit that only has a few models on the flank remaining, 2 or 3, or a unit knights.
In the front could get messy though, and on their own they won't likely win any combats, although weak units of archers, warmachine crews or lone wizards will be eaten.
Also, I know its almost been said already, but I think special mention should go to skink skirmishers with blowpipes ability to hurt big monsters, especially large targets. The ability of a unit of 10 to cause 3 auto-wounds on any large target within 18" is pretty special. Team up two units and you could be taking down a giant in one round of shooting.