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I've been building my army and I'm almost at 2000 pts., but before i get anything else I need to know if terradons are really necessary for taking out enemy artillery and if their's any other reason why they're useful please tell me so I'll know whether to buy them or not.
personally i dont use them due to lack of funds but to me they seem like flying saurus cavalry just with an extra wound an extra attack but a lower save and toughness for the same points and they have javellins too. they do seem worth the points. try them out and see if you have them?
Besides an army general and 2 core choices there is nothing necessary in a LM army. That is one thins that makes our army so strong. We have multiple good choices for what we need. As far as artillery, you can use Terradons, scouting skinks, JSOD, even Chameleon Skinks. Personally I use JSOD and/or scouting skinks. I started with Terradons but was unable to use them properly to accomplish their goal. Terradons can also be useful as march blockers(granted expensive march blockers), and for fast flank/rear charges. If you have a unit of 5 they can also be used to destroy opponents fleeing units. Park your Terradons behind your opponents army and make them flee through you. That can get expensive points wise because you have to have at least 5 of them but when it works it is worth every point.I need to know if terradons are really necessary for taking out enemy artillery and if their's any other reason why they're useful please tell me so I'll know whether to buy them or not.
They are definitely worth taking a look at. If used properly they can march block on turn 1, take out war machine crew on turn 2, and then provide rear charges/destroy fleeing troops for the remainder of the game. Try proxying them before you buy and see how they work for you.
Okay thank you I'll definately take a look at them but I don't plan to buy any until after a few games with my finished army.
Note that this is just my opinion. On why I don't like them, and I don't take them. I know some people have more success with them or more affinity for them then I, and I am not discounting their views... only stating why I dislike them, and find not taking them more useful then taking them...
I never use them anymore.
I almost always have a Rare choice free, and I'd rather take a DoW Light Cav merc unit with spears in their place.
Can fufill the same back line roll, taking out enemy artillery, can do so for much cheaper, will have unit strength on even large gun crews, and if the enemy has no artillery can negate rank bonuses when on the flank or rear.
Also frees up a Special slot so I can take another unit of Saurus Cav or Krox, or I can upgrade one of my Warrior units with a good Sacred Spawning.
Only time I consider them is if for some reason I'm taking a Stegadon AND Salamanders... and even then, I'd be more tempted to do the GW equipeed Scar Vet then use Terradons.
I'm just not happy with how they can contribute to the rest of my force, and they aren't hardcore enough on their own for their cost and unit strength.
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Terradons aren't necessary, but they are incredibly useful.
They excel in units of 6-7. People usually recognise the dangers and focus a lot of shooting on them in the opening turns. Panic isn't really a problem if they're near the general but if it was a small unit to begin with then it can lose a lot of it's effectiveness this way. If you have 6+ to begin with then it's less of a hit, and then you can cause havoc with them
I would recommend you at least try them as the tactical flexibility they bring is unmatched by any other Lizardmen unit (at least in the field of manoeuvrability). They should essentially be used as ultra fast skinks with the added bonus of slight combat ability (enough to overwhelm pretty much anything that doesn't have a rank bonus or outnumbering). Artillery, ranged unit, wizard and other fast unit (like fast cavalry and skirmishers) hunting is their primary job. Other uses include frenzy and fanatic baiting, march blocking and using them as a 'fake' unit placement in deployment (you deploy them where you will NOT centre your attack from to trick people and then zoom them to where they are needed).
one of my favorite uses for terradons is assassins. They charge a unit of ranked up troops containing a mage and line up so that 2 can attack him, hopfully spear him to death and then hit and run from the combat.
The other is to take them in units of 5 or greater and get behind the enemies lines and stay behind units that I want to charge but might flee. With the terradons in place the enemy can either take the charge or be destroyed as he flees through the 'dons.
And this is all in addition to them taking out warmachines, skirmishers, and untis of light calvary and missile troops. (just watch out for dwarven master engineers with braces of pistols, ouch!)