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Hi, im playing a four way battle with three other friends, their armies are: wood elves, dark elves and skaven.
Its a 2500pt battle. My list is based around a 2nd gen slaan with 20 temple guard. I also have 3 lvl 2 skink priests. Im going for a magically strong army, and as you can see its pretty much as magical as i can get it (no point in doing things by half i say). Hopefully this will allow me to sit back and cast magic relatively safely.
I also have another block of saurus for support if things get nasty, and of course plenty of skinks.
My problem is this, i have no real tactical aggression i.e. kroxigor, saurus cavalry etc. At the moment im thinking about two units of 5 terradons, just to give me tactical flexibility in case i get cavalry coming for my slaan. In the flank hit and run attacks would slow and threat down hopefully long enough for my slaan to cast the approprate magic and get rid of the threat.
You can see why im leaning towards terradons as a fast defensive unit. My only fear is obviously shooting, but im thinking about shielding the terradons with skinks until i need them.
Still, with enough power an enemy could tear through my terradons quite easily. Should i have a harder hitting unit? Would salamanders be good for the defensive support role?
Thanks for reading, any comment would be appreciated.
(Off subject, who likes the new cold ones? i dont think i do. Also, what are the numbers on an artillery dice?)
thanks everyone, Will
2 Priests are enough. Do get a Scar-vet to assist you in combat.
A second block of Saurus Warriors you need too.
1 unit of Terradons is enough, if you need more harrassment, go for a unit of scouting Skinks.
Terradons are not for real combat. Use them to hunt enemy warmachines and lone mages.
For counter-attacking, get a unit of 3 Kroxigor. They're excellent for those kind of jobs, being smaller and more manoeuverable than the Cavalry.
Why don't you post the list you have in mind in the army list section? It's easier to give advise over a real list.
Hmm....a slann, centered in a box of lizardmen 'ard boyz? Seems like a good bet.
As for more defensive units I'd have to agree with Araith, a second unit of saurus warriors could give you some tactical leverage. Scouting skinks sound like another good idea, just don't take chameoskinks(too expensive). With a little luck you can overwhelm lone mages/war machine crews or poison giants and other nasties without getting them any where near your 'homebase'. Marchblocking and using them as bait (for frenzied troops) are another exellent use of skinks.
For tactical aggression I'd vote for a unit of flamethrowers, a.k.a. Salamanders!
* They're skirmish = slither around enemy units with ease and marchblocks
* move 6" = more than the average unmounted unit,
* does an artillery dice per salamander during shooting. Minimum(not counting misfires) is 6 hits with the max at 30(!). Possible rolls on an artillery dice= Misfire, 2, 4, 6, 8, 10.
However sallies are not suitable for close combat, they can't stand&shoot and the skink handlers tend to die alarmingly fast. With a leadership of 5 they're not going to be able to pass a lot of break tests.
I'd advice on two main uses of sallies:
#1: slann-sitting. Keep them near a unit you want to protect from chargers and roast any that come into range. Don't go very far from your main unit and don't fall for any tricks tempting you to charge them into some enemy troops. They do more damage out of CC. Usually you get one or two rounds of shooting against the chargers, averaging 7 hits per round with a full unit of salamanders. That's enough for most units to rethink their plan.
#2: Sneakers. Run the sallies up the flanks and try to get them as close to the enemies sides as possible. Keep out of the enemy's sightrange and just be a pain in the neck. Block their marches by staying within 8" and flame away. If you can sneak up on a lone mage or similar highcost and vulnerable target by all means do go out of your way and turn him/her/it into a smouldering heap. If you don't charge, they can't flee and if they're still there when you open up fire...too bad. Things to look out for and avoid is flyers and fast cavalry, they can usually get to your sallies fast enough and stand a reasonble chance of beating them in CC( mainly due to skinks keeling over). Your skirmish ability and great movement is the key to survival. You don't have to fire each turn, it's more important to stay alive than being heroic.
Well, that's some of my ideas.
The Sallies would be excellent, given your opponents are all weak on saves.
Let them come to you, while you magic them to death. Choose aggressive mass-killing spells for the Slann. Except with the WE, you might be forced to come to them.
Some other thought: don't take a 2nd Generation Slann below 3k. Keep with a 4th Gen Slann, so you won't have to roll the miscast table.
A rough outline of my suggestion would be:
4th Gen Slann
Scar-vet w/Jaguar charm
16 Temple Guard w/FC
20 Saurus w/FC
20 Saurus w/FC
10 Skinks w/scouting
What do you mean, 3 kroxigor, 3 terradons and 3 salamanders? 4th gen slaan? It looks to me as if youre just putting a nice mix of everything, which i dont think is really playing to the the strengths of the army. That extra power dice for the 2nd gen slaan is invaluable. i dont think theres any point in having 3 terradons at all (one gets shot and theyre all fleeing off the board). Kroxigors as cavalry killers? We know thats what theyre there for, and absolutely nobody would allow them to charge theyre cavalry.
I reckon that 2 units of 5 terradons is a better bet.
Well, I don't believe a 2nd Generation Slann is worth it in 2k. Not only is it horribly expensive, you also lose a lot of VP if the toad dies.
Besides, a 4th Generation Slann doesn't roll on the miscast table, kit him out with several plaques and together with 2 Priests you'll generate a lot of PD.
If you're still worried, use Power Stones.
Terradons should not be used as mayor combat units, they're for hunting warmachines and lone mages etc. 1 unit of 3 is fine.
The Kroxies are there for counter-charging.
Another important use of the (scouting) Skinks, Terradons and the Salamanders is to slow the enemy down as long as possible in order to give you those extra turns of magic mayhem you need to win the battle.