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Who pulls their weight the most often? For it goes in this order:
Anyways... what are your MVPs?
- Say what you will, with the new book these guys make a devastating line. I usually run two sets of 15 6 wide in front of my Slann/TG unit.
- Many an opponent has underestimated the wittling power of a unit of skinks. I usually run them 13 or 17 so that I have to lose 4 or 5 in the first salvo take tests.
- These guys are the cream of the specials in my opinion. With a Chief equipped to character kill in them ( Piranha Blade ), rock drop, march block, hit and run and poisoned javelins these guys are my most strategically versatile unit every game it seems. Also, with no number cap you can field a terrifying number of them. I don't care what you're running, 20d3 strength 4 hits at 20" will screw up your day.
- NOTE - They're biggest draw back imho opinion is actually putting them together. I've been doing this a long time and to get these models together solidly takes me about 30 minutes per. The fact that they aren't plastic boggles my mind.
- The much maligned razordon always pulls their weight for me. In addition to being a don't charge here sign they have high movement. I don't understand lizardmen players that don't like them. All of my opponents hate them.
Is this just for lizardmen, or just fantasy, cos i could go on about many 40K armies, or maybe my dark elves...
Well I was thinking Lizardmen, that's why I posted it in this forum in particular.
I guess I'll add:
- Cold One Riders
- With a Skaven Pelt banner I run these guys 7 wide and they represent a ridiculous amount of damage. They do however suffer from glass cannon syndrome in that they are easy to take down if the enemy has the right spells/ranged units. That and Stupidity is what keeps them under Terradons for me.
Well, here are my favs.
Saurus Warriors- These guys with spears are just fantastic, against average infantry even taking a charge they can still get a rediculous number of attacks back at them. Cold Blooded also means for a unit that will stay where you need it to.
Cold One Riders- I love these guys, screen them with terrain or skinks and then let them loose when in charge range and they can really dish out the damage. Unlike other Heavy Cav they can still do some damage on turns they havent charged as well.
Skink Skirmishers- Skirmishing Screen, Poisoned shots, high movement, YES PLEASE!
Slann + Flying Priest- Channeling! Nothing feels better than having a slann know all the Lore of Beasts and using a flying priest to channel The Hunter's Spear into the flank of a heavy cav unit.
"I am the architect of fate!"
I've been slightly unimpressed with my terradons this edition, but thats probably because they were so frickin awesome in 6th and I've not quite adaptedto the downgrade.
Saurus definitely perform better, with spears they are a very scary unit indeed.
Skinks are the same as ever they were, the extra point for the extra Ld is fair, I've experimented with cohorts and wasn't impressed at all. Kroxigor lack the punch they used to have, they're definitely lackluster rather than must-have now, putting them inside cohorts just merges the two worst units in our list into one almightly cavalcade of mediocrity.
The new salamanders work very nicely, but are somewhat situational, in concert with a death lore slann
Saurus cavalry, whilst not being amazingly broken are now a competant unit, of all the units in the army I've probably noticed their improvement the most, probably because they were so awful last edition. Its a shame about the huanchi banner, but that was one ridiculously broken piece of equipment in 6th, and it rightly belongs on the scrap heap.
Temple guard are the absolute stars of 5th though, those guys can survive ANYTHING, I played wood elves the other day and my unit of 20 TG were in combat with a treeman, a unit of eternal guard led by a highborn and a unit of wardancers for over half the game and I still had 5 left at the end, having beaten down the elven units and eventually seen off the treemen thanks to combat res.
They will hold anything still for me. This one time, they were charged by 3 BoC chariots, a unit of minotaurs and 2 units of beast herds and eventually managed to beat them back and break ALL of them.
No one has yet mentioned this? This is a giant dinosaur dishing out multiple nuclear explosions while squishing anything smaller than itself.
Flying chief of doom
Cloak of feathers + dagger of sotek = flying killing machine. Send straight to nearest warmachine crew/lone wizard/wizard in unit and watch it shine!
take em down a flank, through forests or water! When ready, fire down the enemy flank and watch as no matter what number you roll, it gets 2 or 3 units.
Insanely powerful stats and NOT a large target? It's like the most extreme thing in our book.
Actually the EotG is maybe the nastiest thing in our list, all you have to do is equip the priest with the war drum of Xahutec and it becomes nigh unstoppable. The beastie can lumber up and down between enemy units blasting burning alignments to its heart's content.
See, I have had somewhat dissapointing experiences with the EotG. Maybe its just my canny opponents, but by the time my Engine gets close enough to use burning alignment my priest gets assasinated. Which makes the engine unusable.
Sure it's still an ancient Steg, but by assasinating the priest my opponents have also taken away the stegs impact hits by charging it instead of vice versa.
He may have a 2+ on the Engine, but he's still only toughness 2.
"I am the architect of fate!"
Yeah, my EotG doesn't survive contact with the enemy very often. The people I play with field flyers and I am never able to fully insulate the steg without pulling resources from elsewhere. As such that poor priest almost always gets assassinated. I've not taken it in my lists for the last month.