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Well, I have designed a couple of lists, but have yet to play a game (haven't purchased enough models yet, and didn't find WFB module for Vassal). I have realized, however, that the tactics in the Fantasy game are vastly different than those of the 40k game.
So what I ask is for:
1) Some advice on how to deploy my army, and efficient ways to move on the first few turns. (I'd assume straight forward, but I don't know...)
2) Advice on the different Lords, what units best support each, and the best/funnest builds for each.
3) Advice on the Heroes. (Pretty much all of them.)
3) Advice on Stegadons. Which one? Where do I deploy them? How many?
4) Then advice on the Special units. I hear Terradons are really good, but whats the best way to use them? And chameleon skinks seem pretty fun to use, but I hear they are not good. Why? Temple Guard seem to be our best CC unit. How would you equip their Champion?
5) Advice on the Command Units (Banner, etc) and when I should get them or not.
6) Then a little on the Rare choices would be nice.
Thank you so much. I know I am asking a lot, but really want to have a good start when getting into the game. I've had experiences wasting A LOT of money in 40k at first buying units I never ended up using (or in the Tyranids case, putting the wrong arms on). Don't want to do that again.
Last edited by GH3_master; February 20th, 2011 at 15:59.
As a player who also began on 40k and then switched over to the Lizardmen I think I can help you out some here. I'm gonna skip your first question for now and start out with the second one.
2) Slann. In the current edition most players are taking level 4 wizards for their Lord choice. This is a great idea, and we have arguably the best wizard in the game. If you are playing a big enough game to take a slann, then take a slann. You can find many discussions about equipment/powers. I'll sum up VERY SHORTLY what seems to be a somewhat general consensus. The Focused Rumination is what makes our Slann so great, so ALWAYS take that. The Focus of Mystery compliments the first spell very well and should also be taken in every game. Cupped Hands of the Old Ones should be taken every time unless you have Lore of Life, and typically take it then as well.
Lores: Lore of Life is the most popular lore for lizardmen and for a very good reason. It makes our some the backbone of our army (Saurus) very hard to kill, and it also protects our expensive Slann and Temple Guard (if you take them) from some of the horrible miscast results. In fact, if I take Temple Guard, I always take lore of life to make sure this hugely expensive unit stays alive and that I dont lose half the unit to a miscast
Lore of Light is another good lore for lizardmen. Saurus have 2 stats on their profile that I dont like, WS and I. Lore of light can counter this by getting of either of 2 spells in the lore. It's a great compliment to our army, and the second most popular choice.
Lore of Shadow is my favorite choice. It is great for a lone slann. Enfeebling Foe and Mindrazor can take care of just about any units our saurus would have trouble with.
In my opinion, the only reason to take an Old Blood is for a Carnasaur, or if you want to load up a ton of equipment on him. A scar-vet can do just about anything an Old Blood can do, but doesn't take away points from your Lord Choice. Unfortunately, in most games we can't afford 2 Lords if we take a slann, but the slann makes it worth it.
3) Most players make the slann their BSB, and don't spend much points on heroes at all. But since my slann is often not around my battle lines, I take a Scar-Vet for my battle standard and some added CC umph, it's a personal choice of mine that I have enjoyed the results of. I can't tell you much about the Skink heroes because I haven't felt much need to take them very often. Engine of the Gods or a Chief on a Stegadon with the warspear are viable options, but not the top of competitive play.
3) (again? lol) In 40k you would not take 1 or 2 tanks to a game because the heavy weaponry would destroy them right away. This is similar to how I feel about Stegadons (or any similar unit) in general. I would never take just one Stegadon to a battle unless I knew my opponent ahead of time. But then again, I play against dwarves, Skaven, and Empire frequently and they are the armies that can bring the biggest guns (cannons). I like Stegadon, and I usually deploy them on my flanks. They can serve 2 purposes to me. Flank charge an enemy unit locked in combat, or hold a unit still that will have a hard time killing it.
4) I never got around to buying any Terradons, but that's ok because I have chameleon skinks. These guys are great because of their deployment rules, speed, and 2x poison shots. I always take 2 units of 6-8. Warmachines beware. Most people choose Chameleons over Terradons as they fill similar roles in our army. Temple Guard are expensive but very powerful. I prefer my slann to run solo, so I don't usually take the Temple guard because a miscast in this unit is terrible. And I personally find Lore of Life a little boring for my taste. I usually don't equip the champion with anything because he already has a weapon that gives him S5. Kroxigors are pretty fun in units of 6-9 but that gets really expensive really fast. Lore of Life to give them T8 makes them durable enough and they are a fun unit for me.
5) always take musicians and banners. The only reason to take a champion is so that he can accept challenges, thus keeping your Slann or other characters out of the challenge. the points do not justify 1 extra attack in most player's opinions.
6) Salamanders are absolutely amazing against any rank and file troops. Combined with the withering spell from lore of shadows and it can be absolutely devastating. 2-4 is what most people take. I usually take 4 (2 units of 2) because I like the redundancy. And redundancy breeds consistency. Razordons are decent but nowhere near Salamanders. I would use them as a clean up unit, but skinks and stegadons fill that role for me just fine. Ancient Stegs are good. They differ from normal Stegs in armor save and Strength. the strength will only matter against tough units, and I usually can't find the points for the ancient so I don't often take them.