Welcome to Librarium Online!
This is the start of a new series, that will hopefully bring new ideas and tactics to the forums. Each week, a new topic will be posted up about a different unit in the army book. This gives you your chance to discuss the unit to its fullest. So, please leave your comment!
What is the best unit size? How do you make them most effective? What are the best options for them? Favourite tactics?
I run them 3-4 strong, 1-2 units of them. No brave, since he is expensive for what he does. Dropping rocks and throwing javelins are what I use them offensively for, tactically I use them to march block and bait.
If I run them 3 strong, my main focus for them is to march block/bait. If I run them 4 strong, I like to have them focus on taking out warmachines/fastcav. Only having 3 of them doesn't guarantee that they will stay strong enough in numbers to take on a fast cav unit or the more resilient WM crew such as dwarfs but they stay a cheap unit and only need to be one strong to do their march blocking and baiting. Having 4 of them makes them a decently expensive support unit but they can take quite a hit before reducing their effectiveness in combat.
Units of 3 to 4 for reasons already stated.
I am right 94% of the time, why worry about the other 3%.
from what I've seen, they seem most effective if you use that one special character that the LM have in their army list. The Terradon Rider/master of the Skies, whatever his name was. He hits really hard and if you have him lead a Terradon unit, they can start the battle off map and emerge from any map they want.
Seemed pretty effective in both battles I have seen.
- i believe one unit of terradon riders is a must in any lizardmen army, they add huge movement and tactical advantages to your army. two units is my personal preference, allowing you to be on both of the field's flanks, and executing two of their many useful abilities simultaneously. three units is overkill, not only expensive points wise, but sucking up special slots.
- unit size is obviously a minimum of three, which is rather popular, maximum of five, more than needed for the task presented to them and costly, or four to a unit, my personal favorite, giving them a bit more survivability, and power for their many uses. i would never upgrade to brave, as it is a waste of points, and increase ballistics skill, when shooting isn't their main advantage.
- as for tactics, you could use them on the offensive, needling with javelins and charging mar machine crews and soft characters such as mages, dropping rocks on large units to soften them for a charge and really just being an overall thorn in the side of your opponent. one could also use them in a more passive manner, march blocking and slowing the general advance, or screening for a large unit, if you don't have skink do do that for you, either at the beginning, which is unwise, or at the end when your skinks have died, which is expected, and you are trying to get that winning charge. also, terradons work well with salamanders, as they cause panic with just one wound, place you terradons right behind the unit being fired apon, and will flee right into you being destroyed automatically. many also say they are good at baiting, but i don't think this is their strongest ability, as they are only worth going after when high value targets are destroyed, and the opponent is mopping up.
I was debating running a big block of 5 or 6 with a chief that has the mirrored pool and the item that gives him magical rerollable blowpipe shots. Thoughts?
US Master's Midwest Advisor.
Come join me at my GT this September www.brewfestgt.com
to start, the item you are thinking of is the venom for the firefly frog.
the concept does look decent in theory, though i have no experience with that set up to give solid feedback. i would say that at 315 points for a unit of six terradon riders and chief, it will fare much differently base on the situation, which is something to watch out for when spending that many points, i am assuming this is a 2000 to 2500 point army. the unit would have good ranged magical protection, but as for normal ranged attacks, only the chief will be safe. if you are lucky, you could have a skink priest roll celestial shield and follow the unit around the board.
this army would ideally go up against an army comprising mostly of lightly armored and fast, cavalry, skirmishers, scouts, war machine crews, and lone characters. essentially wood elves, excluding the war machines, or goblin wolf rider army. if not these armies, then it would very effective taking out one of the listed units at the beginning of battle, but then its uses would essentially be the same as other, smaller terradon units, but with a big target painted on them due to their high points value and poor combat abilities.
my suggestion would be either of the following:
- go for a base unit of three or four riders, with chief as support.
- go all out, get a base unit 9+ terradon riders, with one or two chiefs as hard hitters, and a skink priest with cloak of feather to follow them around for magical support, ideal spells would be celestial shield and portent of far, which you can always switch for, or even an offensive spell to soften a charge for them.
the second unit described, including the priest would top out some where around 650 points, not very point cost effective, but at an average of 22 drop rocks, insane flanking and movement abilities, and a healthy dose of magic, they'd be a great addition to your army to field for fun games, not to mention look awesome too, and make for an interesting bit to read on battle reports. but that's just my opinion.
Last edited by camo-skink; February 16th, 2010 at 03:26.
Although, the special character Terradon Rider in the army book can join units of Terradon Riders, because of a special rule.
Correct me if I'm wrong.
lizardmen have a special rule for terradon riders that allows a skink chief on terradon to join their unit. you can find it on the unit description page, it is the paragraph under special rules.