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I am used to playing orcs and gobbos so I usally play MIN 4*5 units so 20. How many sarus's should I have to make a unit. Also how many skinks?
Saurus are best in groups of 19-24 (don't forget the all important character with em!)
Whilst they are indeed ferocious fighters, you still need to have all the CR you can get. A group of 16 will rarely outnumber and will lose its rank bonuses very quickly.
A lot of people take skinks in small units, around 10. But feel free to experiment here, see what works best for you.
thats not always true. since we have some of the best skirmishers in the game in skinks, we can easily support the MSU (multiple small units) path. ie use units of 10 or 15 saurus for a five wide frontage, and dont waste the points in the back of the unit for combat res. i mean really, would you rather have a unit of 20 with +2 combat res, or two units of 10 in combat with something, having twice the attacks and flanking it (they lose their rank bonus, plus you get the +1 for flanking, or +2 if u back flank).Originally Posted by Stonehambey
This allows you to get way more combat res, the only problem is that this makes your manuvering especially important, so it takes a little practice to get good at it.
Anyways, both ways are definatly viable options, i just thought i would throw this idea out there.
Just watch out for war machines though, I've had an empire mortar kill 8 saurus in one hit:cry:
Well, I'm back.Don't let yourself being guided by such experiences. Very dangerous. If you do they win. Don't play after your enemy's strengths, but after your own.Just watch out for war machines though, I've had an empire mortar kill 8 saurus in one hit
It's like someone having his Giant always evading that Skink Chief that once miraculously managed to slay it.
About the unit strengths there are two ways for both Saurus and Skinks.
With Saurus you can go for small units (12-15) or for large ones (20-25). Units of 16 I don't recommend unless you deploy them like a unit of 15 (5x3) with a spare model in the back.
The strong point of the larger unit is that they're more difficult to kill and can thus rely on a good static CR. They're both great anchors and 'storm troops'.
You can also use them as a firemagnet to lure fire away from your other units. Make sure you do use 25 for that. With luck you even have a useful unit left by the time it makes the enemy line after having all enemy firepower plunging on top of it. In that you can rely on the Coldblooded Ld8.
Smaller units on the other hand have 2 other charms. For one they're much cheaper (210 for a 15 strong unit with full command vs 270 for a 20 strong unit with full command: that's an extra unit of Skinks). The other charm is that they're more manoeuvrable.
Coupled with those charms is that a frontage of 5 Saurus with a champion and maybe a standard is able to stand up to the line units of many armies. Even with little or no static CR.
Being smaller they also appear less frightening so will receive less enemy fire and due to the cheaper cost you can also put more units on the field = more targets.
So for units of Saurus it all depends on:
1) what playing style you have;
2) what the purpose of the unit is.
For Skinks you can go for minimal units (10 Skinks), larger units (12-14) or really big swarms (think 18+).
I've never tried units larger than 10 having only meatshields and manoeuvrable blowpipe units in mind, but I've certainly heard some praise about larger units on this forum.
So I do have some mind in trying out units of around 14 Skinks one day.
Small Skink units have, as said above minimal costs and manoeuvrability in their favour. Larger units will run less fast due to having to take more casualties before starting taking panic tests. But others on this forum will be more able to speak about the advantages of larger Skink units.
Great to see you back Araith! I was wondering when you would make a returnOriginally Posted by AraithI think i may have been slightly misunderstood here. What i meant here was not supposed to influence your army composition, but to influence your decisions on the battlefield.Originally Posted by Stonehambey^This is a quote from Sun Tzu's "The Art of War" (it also happens to be a quote from Wikipedia, but i have in fact read the book myself). It is very important to play to your own strengths, as Araith correctly pointed out, but it is equally important to recognise the dangers and the weaknesses of the enemy. Artillary poses a major threat to anything in the lizardmen army, so to ignore its presence is a brave (foolish?) ploy.So it is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle.
As Bruce Lee so brilliantly put it "The best style is to have no style, otherwise you lack the flexibility to adapt"
Be prepared to alter your initial plans during the battle. When the enemy shows weakness, attack with your strength.
Well I am very new to this. I have not played for an edition or three. I used to play orcs and goblins and well for them it's all about numbers. 10 orcs = weak while 25 = big and nasty. Also points were a lot less. I am thinking of going Lizardmen but i have a few more questions.
1: Are their tactics limited due to a low choice of selectable units?
2: Whats a nice army build and whats it weak again?
3: Are lizardmen a good choice in army for someone getting back into the game. I want this fun and semi-flexable.
1. Certainly not. The Lizardmen have a lot of choice due to a choice of variable characters giving focus to the army, 2 different core units giving a lot of choice for the base of the army and a whole range of special and rare units.
2. What is a nice army is up to you. Choice enough.
3. Maybe the Lizardmen aren't the best army to start with, but which is? One thing is clear however. With one of the strongest and toughest core units in the game and very strong heroes Lizardmen can be quite forgiving in one sense.
Lizardmen armies are great to start with. They are pretty forgivable for a new general. They can go totally magic or totally combat or a good mix of the two giving different ways to play. They have some great models and pretty cool units. Plus there are so many different ways to paint them up, you are almost assured your army is going to look different than anyone elses. That is Redshirt attempt at selling the lizardmen to you . If you want me to explain more I would be happy to.
Lizardmen do have a lot of choice but not compared to most other armies IMO
I mean a quick look at the skaven characters or the dwarf special choices and you begin to see how limited the lizardmen really are.
Most of our models are pretty expensive so we can usually include only a few special/rare units, which is where the variation in lists comes from. There's also making our skinks scout and our saurus have spawnings etc, but at the end of the day we have five characters, four core choices, four special and two rare.
Of course they make up for it by having awesome models!