Lizardmen Tactics
Let's get to the point, shall we? You want tips for free from
other Slann Mage-Priests like yourself as this telepathy thing
just ain't working. I present to you a low-frills page to
exchange ideas.Ok, the lizard men have two basic tactics,
offensive and defensive. No shit, you say, every army has this. I
agree, but lets break this down. Ok, with the Brits and similar
rushing armies (Chaos, Orcs, etc.) I set up a
very defensive position. The skinks will take the charge from
them, the steg will charge them, the sauri will charge, and the
salamander and mage-priest remain in the back providing moral
support. Simple, right? For those wonderful armies that like
projectiles (wood elves, etc.) rush them. Get those skinks up
there into hand-to-hand, the steg to attack a flank, the
sauri for their heavier items, the mage-priest for their toughest
dude, and the salamander for their artillery.
Now, as for terradons and such. I have never used them as I just
returned from 6 months at sea. I would not likely use them in a
tourney because too many other players put fliers up and they get
grounded fast. I am open to comments, and with your permission, I
will provide those who visit
with your comments like those below, only with your permission.
I've just read your sample army, and I didnt like it. Why a
warrior familar and the black amulet to a model with 8 Attacks
and Wounds. Also i've discovered that the giant bow is of little
use as the stegadon usually marches. Instead try this:
Stegadon 225
Bann. of Might 50
4 skink crew 24
299 = 2VP
or
Stegadon 225
Jaguar stand 25
8 crew 48
298 =2vp
I-m amazed to see that you havent brought any terradons. These
are the perfect shock troops. If you take a unit of 5 armed with
spears they can manage a terrifyitng charge: 5 strength 6 hits
& 15 Strength 4 attacks. If you also charge your opponent in
his flank this unit will sent almost any
enemy unit fleeing. Altenativly you can arm them with poison
javelins and use them as missile troops to soften up you enemys
core unit, before charging them in the final turn. In a 6-turn
battle they will shoot for the first five turns (thats 50 st 4
atttacks), abd then charge in the final turn giving your opponent
no chance to rally. If you use them cleverly you
can stop you opponent marching throughout the entire battle.