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Ive just read through the Wood Elf tactica and it is a marvelous read. I think we could definitely do a Lizardman version. We have a lot of great veteran LIzardman players to release their know-how and trickery and it'll be great fun to do.
I think we should go with a super organised kind of method, like the WE one. We would go through each unit individually, then magic items etc. Each unit entry should have a "Pros and Cons" section as well.
How does this sound?
Done WIP Not Done
1.1 Generations and items
1.2 Lores and tactics
2. Old Blood
2.1 Items, Spawnings and Mounts
3. Scar Veteran
3.1 Items, Spawnings and Mounts
3.3 JSOD section (this could be seperate)
4. Skink Priest
4.1 Items and setups
5. Skink Chief
5.1 Items, Spawnings, Tactics
5.2 Flying Skink of Death xHiveTyrantx
6.1 Setups (upgrades, jav/blowpipe, scout)
7.1 Command, Weapons, Spawnings
8 Temple Guard
8.1 Upgrades, Setup
9 Jungle Swarms
9.1 Setups (size)
10. Saurus Cavalry
12 Chameleon Skinks
14.1 Setups (Priest, chief, bolt thrower?)
16 Army Tactics
16.1 Slow and steady
16.2 Quick flowing
16.3 Magic Heavy
16.4 Combat Heavy
16.5 Small Battles
16.6 Big Battles
18. Sacred Hosts
19 Magic Items
20 General Pros and Cons of Army
Obviously this doesnt have to be the order of things to be done but anyone can write up a tactica for one (or more) of the 18 subjects Ive suggested. You can obviously add to anything and the Army Tactics you can really run free with.
If a tactica has been done and you wanted to write it (eg JSOD) you can add comments to it but dont write a whole other tactica. (there are good examples of this in the OK tactica).
Post up your tactica and we'll see if we can format them into something legible.
So who's with me?;?
Last edited by Bleyden; March 30th, 2008 at 17:10.
Sounds like an awesome idea. I'll join you in this adventure. I'll have something up on skink chiefs, and scar-vets this afternoon.
Blade of Revered Tzunki - +1 Strength and no armour save. For me this is an item that I never take, the no armour save is nice but a Scar Veteran gives a -2 armour save without any upgrades and if you give him a great weapon that goes up to -4. Not many things will have a good save against this. +1 Strength is also nice but you can get the Sword of Might for almost a third of the cost. I'd pass on this one.
Scimitar of Sun Resplendent - +2 Attacks. I love this little item. At 50 points it means your Scar Vet cant take any other magic items, but why would he need to. This is good for a scar vet thats in a unit of saurus, with a champion that unit can produce 15A, 6 comiing at S5. That should mean you dont get hit back and should win the combat in the first turn. An Oldblood can use this, Maiming Shield and Spawns of Sotek for a grand total of 9 Attacks! Thats more than most units! This is a good 'un.
Staff of The Lost Sun - S5 3xshots sounds good. Then you realise that Saurus have 0BS, Priests and Slann cant take magic weapons, meaning Skink Chiefs are the only guys that can use this. Even if you run a Skink Chief then there are more valuable items at cheaper point costs. Can be useful in a Southlands list if youve used up all the other SKink items on characters.
Piranha Blade - Any unsaved wounds double. This is useful for fighting characters and monsters. Against rank and file troops its a waste of points. If you kit up your Saurus like this then you mustuse him correctly. You must make sure he challenges anything and everything and goes straight for anything with multiple wounds, like Trolls or Ogres.
Blade of Realities - No ward saves, normal armour saves allowed. This can be very useful, depending on the army your facing. If your facing daemons, dont leave without it ever. Against everyone else you have to be careful how you use it, like the Piranha Blade. I never use it purely because the times when it becomes useful are just too rare ("haha dwarf Lord, you no longer have your 4+ Ward, now just make your 1+ Armour roll...)
Dagger of Sotek - Killing Blow, causes fear in Skaven, Skink only. This little item can be very very useful. You need a skink chief to take it but your opponent will mostly ignore him so you can hopefully get into combat with a character and watch his face drop. The problem is that you have to hit and wound first. Skinks find this quite hard. Very savvy generals can use this to great effect, but I just dont like the chances of skink chiefs doing anything.
Sword of the Hornet - ASF. I like this as having your Saurus strike first instead of with ordinary troops is very nice. I hate it when in the 2nd round of combat ALL the enemy's attacks are directed at your hero and he dies before he can strike. You can bulk up attacks with spawnings and maiming shield so you can still make him mean. It's useful if you wanna strike first, if you dont care just go great weapon.
Burning Blade of Chotec - -2 Armour Save, flaming attacks. I call this "Dwarf and knight killer". So your Dwarf Lord has a 1+ Save... oh wait thats a -4 to that. Wow all those points spent on armour was useful. Its very fluffy but you can get an extra -2 Armour save from a great weapon, plus you get +2 Strength in the bargain as well. Flaming attacks dont matter very often.
Great Weapon - Ive decided to add this to the magical weapons purely because they rock. Your Scar-vet is gonna strike at the same time as a normal man and behind everything else. You might as well amek him strike after normal man but make sure he kills everything. For a price of 4 or 6 points its just too good. The main drawbacks for a great weapon are you strike last and no shield, but youre gonna strike last anyway and give him Spawning of Quetzl and BANG! You get a super-hard-super-strong-chariot-destroying-Strength-7-killing-machine. Sweet!
You could get a mod to start a thread in completed tacticas and then move the articles over as they get finished like the WE one
I've had some stuff already written for a while, was planning on starting one of these up, but school had the best of me. So I will join the team. I suggest you, as the other great tactic pages have done, color code the list. Different colors for units that have been spoken for, already written about, completed, or not started.
Last edited by xadrian; March 29th, 2008 at 00:07.
"Fiat justitia et pereat mundus"
-Let justice be done, though the world perish.
NG Army (The Very Little WAAAGH) 6-1-0
Here is my first contribution to the tactica:
Also, this is an overview, my take. I think we should have input from many on each unit. Just add who it is by, and have the authors write about 'their build' and what make it better or work better for them.
edit: sorry it may seem a little unorganized, copy and pasted from a doc, and it got a little jumbled. If needed can rewrite.
Here is my overview of a few characters.
-Arguably the best mage in Warhammer
can be given upgrades (generations)
Should always do at least 4th gen.
+1 to cast and dispel
4+ ward save standard
can use skink priests for LOS (telepathy)
large target (double edged sword)
can see over units
gives LOS for war machines
can compensate with improved ward save (plaque)
2+ ward vs. ranged
5+ ward for whole unit vs. ranged
Increase offensive magic
+1 to cast
1 extra spell
Diadem of Power
Can choose spells from multiple lores
Can be put into Temple Guard, Saurus Warriors, or Swarms
General and BSB as same model
Pros: Amazing spellcaster, Survivability (8 Wnds, 2+ Ward), Plaques, Large Target
Cons: EXPENSIVE (easy 400+ pts), Weak in CC, Takes up many slots (extra hero/rare)
Basically same unit, just Lord/Hero
Oldblood can ride Carny/Cold one
Many non-magic heavy armies include Carny for fast movement punch
Large number of attacks (5) and strong (S 5)
Scar-Veteran can ride Cold one
Large number of attacks (4) and strong (S 5)
Both can take Blessed Spawnings.
Oldblood may take 3, Scar-Veteran 2.
Scar-Veterans may also be BSB.
3.3 JSOD -Jaguar Saurus of Doom
-Can be either Oldblood or Scar-Veteran
-Charm of the Jaguar Warrior (9’’ movement)
The most used character build, and for good reason. This saurus character will get his 18’’ charge off just about all of the time. And with a minimum of 4 S 7 attacks, This guy is nasty. Amazing for anything from chariot hunting to heavy. The shield on him isn’t needed, but some like the extra save when not in combat. If points allow, you can also give him Blessed Spawnings. Many like to give their JSOD a spawning of Sotek, and some even a Maiming Shield. This gives them a character with an 18’’ charge range, and 6 S 7 attacks on the charge. Ouch. Note, will also flee/pursue 3D6. A sneaky tactic I have used, is to charge into a 1 rank unit, and challenge the hero. Since he cannot refuse (except if there is a champion), you destroy his hero, and if you lose combat, you can most likely escape the pursue.
BSB -Battle Standard Bearer
-Must be a Scar-Veteran
-Sword of the Hornet
-Blessing of Quetzl
A Scar-Vet BSB is only used when there is no Slann present. This build gives you a BSB with some punch. He has 4 WS 5 S 5 attacks that always strike first, and a 3+ save. Not too shabby.
Pros- Good Strength, Toughness, Good burst
Cons- Slow (M 4, except JSOD), Low(ish) WS, Low I, Can get expensive points wise
5. Skink Chief
Not the greatest hero. Good M and I, but that’s about it. Poor stats, worse than most elite troops. Cheap on the points. Can be decent as a FSOD, or surprising an opponent. May take Blessed Spawnings (Sotek or Old Ones)
5.2 FSOD -Flying Skink of Doom
-Cloak of Feathers
-Blessed Spawning of Sotek
-Extra Hand Weapon or Magic Weapon
This build is pretty good for a skink. With 20’’ charge, and the ability to fly, you can get the charge on just about everything. WS 4 is a downside, but if you can charge him at a war machine, his 5 attacks should be able to take down the crew, or at least keep them tied up.
Skink General -This guy is really only used in an all skink army.
-Sacred Stegadon Helm
At T3, LD 7 (with helm), and an armor save of a mighty 4+, this guy won’t keep your troops around long.
Pros- cheap, best LD skinks can get, fast
Cons- very weak (S, T, WS)
Last edited by xadrian; March 31st, 2008 at 03:32.
"Fiat justitia et pereat mundus"
-Let justice be done, though the world perish.
NG Army (The Very Little WAAAGH) 6-1-0
-This hero choice is probably one of the weakest of all as far as heroes go. with only a meager LD of 6 and WS of 4, the chief could get destroyed by chaos infantry or any heavy infantry with ease. As a skink, the chief has a high movement, allowing him to scoot around enemy formations and his BS of 4 with a cheap blowpipe or javelins allows him to generally annoy units and aid skink skirmishers in peppering units with poison attacks, but he should really only be used to target small, isolated units.
Upgrade combinations and uses:
- the skink chief is the only melee character available to a skink themed list. due to skinks having very low Ld, its best to take the stegadon helm (+1 Ld) to make him better at holding his troops together. as the chief will most likely be joined with a group of skirmishers, he should be given the staff of the lost sun. this niffy little weapon acts like a short bow but with more shots and higher str, giving the unit more fire output. here are some other useful items for your skink general or support chiefs:
-DAGGER OF SOTEK- This magic weapon is a skink only weapon so its meant for the chief. it gives the killing blow ability, and causes fear in skaven. it's not too expensive so its a valid choice for the chief. as the character is very mobile, you can have him run around attacking isolated units such as war machines and wizards, and killing blow can help you KO that delicious pt heavy wizard sitting in the corner....
-CLOAK OF FEATHERS- another skink only item, this gives the bearer the ability to fly. thinking about the strategy above, this greatly aids the chief's mission in assasinating isolated targets. you could also combine instead with 2 hand weapons and spawning of sotek, which will give him 5 attacks on the charge. the only trouble would be if the target had some special combat spells like bear's anger, so take care that the target will fall on the charge.
-DRAGONFLY OF QUICKSILVER- this interesting enchanted item is dirty cheap in terms of magic items and gives the user +1 in determining who gets to deploy scouts first. In a skink army, you'll undoubtably have plenty of scouts to harass the enemy from turn 1. Seizing the initiative so that your opponent reacts to your moves is your number one priority since skinks are about as strong a toothpicks in combat. if you have points to spare, take this item as it may just give you what you need to save you alot of pain.
BANE HEAD- this causes any unsaved wounds inflicted by the bearer on a pre-determined character before the battle to be doubled. Right after you deploy, if you're using the flying assassin, this could make his job a whole lot easier. This one is also dirt cheap but you won't be able to take the bane head, dagger, and cloak as this will go over the pt limit for the chief.
VENOM OF THE FIREFLY FROG- all normal weapons become poisoned and magical. this is another cheap upgrade and if you decide on having two hand weapons, this can make those attacks even more dangerous. now this may seem suicidal, but if you can get a charge off onto a 2 wound medium monster that's isolated, then you have a chance of taking it down. this also helps assassinate lone ethereal creatures such as banshees which can really be a pain for the frail skinks.
The other mundane upgrades the chief can have have little use. As he can't be mounted, a spear is useless. light armor and shield only boost his save to 5+ (terrible for a character) but he can be given the scouts special rule. combined with some of the magic items described above, he can cause havoc, deep in the enemy's lines from turn one.
Just be sure to send a few units to aid him in weakening big blocks of troops which can destroy the skinks in a heartbeat.
Last edited by xhivetyrantx; March 29th, 2008 at 01:16.
THis is gonna be an awesome idea, as a Lizardman player, this will help me a ton! Thank you for your idea.
The Lizardmen Army does not have many Magic Armour options, this is not a bad thing as it means you spend more points on kick ass weapons and cool stuff!!
Sacred Stegadon Helm - +1 AS, +1 LD, Skink only - If you are running a Southlands list or a skink heavy army this is a must. The +1 Armour save can be combined with Light Armour and Shield to give a 4+ armour save (the best you can get). The most valuable asset of this item (and why it costs so much) is the +1 Ld. This means your skink chief can get a mighty leadership of seven!! This sounds rubbish (coz it is) but being cold blooded means youll pass over half of panic checks and whatnot. This is a must if a skink chief is your general, simple as.
Shield of the Mirrored Pool - +1AS, deflects magic missiles. This can be a very sneaky item if you know you'll be facing a magic heavy list. I've seen someone allow a killer spell to come off only to deflect it and kill the 300 point Wizard Lord. If you know your facing a magic heavy army (High Elves for example) then this can be very handy. Saying that it only brings it back on a 4+ so its very risky. This is a very specialised item though and for 30 points it costs over half of a scar-vet's allowance. This is a great item if you know who your facing, otherwise leave it out.
Maiming Shield - +1AS, +1 Attack. This is a very nice item. I've seen many a scar-vet and old blood kitted out with this for maximum damage. 30 Points is a lot for an extra attack but the beauty of it is that its armour, as in you can have the maiming shield AND the scimitar of sun resplendent AND spawning of Sotek to give an Oldblood a total of 9 Attacks on the charge!! Stick him in combat against anybody and he'll do just fine.