8th Ed. another (probably) stupit question

Discussion in 'Lizardmen Discussion' started by ancient stegadon, Jan 30, 2012.

  1. ancient stegadon
    Cold One

    ancient stegadon New Member

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    so 3 teradon riders cost 90 points but when you take a skink chief with a taradon a blowpipe, light armour and a shield you will have 2 wounds with 4+ armour safe, easier to move because the one model takes less place, and assuming you always use multiply shots you will still have 4bs against the normal riders 3bs and last you will have 6 atks, and last you are able to use some kind of magic items if you want to.

    so my question is: why do people not use this over 3 normal teradon riders?
     
  2. n810
    Slann

    n810 First Spawning

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    probaly because they took a scarvet and don't have any points left for another hero, or that thet took chamelions instead of terradons. I did take the terradon chief back in 7th edition when terradons where better that chamelions. Also worth noteing the terradon chief is one of the few character that can join a flying unit (terradons).
     
  3. ancient stegadon
    Cold One

    ancient stegadon New Member

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    do i understand right that this is not a ''bad'' choose just because it is not typical lizardman play and i never see it?
     
  4. Eladimir
    Salamander

    Eladimir New Member

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    The differnce in ranged attacks isn't 2 for Chief and 3 for Unit.
    Its the 3d3 dropped rocks.

    And in melee the chief has 2 attacks and a terradon and a stomp = 4
    3 Terradons = 3 attacks, 3 attacks, 3 stomps = 9

    The terradons being flying skirmishers means the space taken up rarely gets in the way (fly over enemy lines and you got lots of space)

    The chief still might be a good choice if you need to deliver some magic items into the back somehow.
     
  5. strewart
    OldBlood

    strewart Well-Known Member

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    The unit also has more wounds than the lone chief, and psychologically a flying character (even skink) appears more of a target than a small unit of flying skirmishers.

    But yes overall, its not a bad choice. Terradons seem to have lost favour to charmeleons in this edition as well.
     
  6. Eladimir
    Salamander

    Eladimir New Member

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    I've still been taking them in most of my tourneys becuase our organiziners tend to come up with wacky senarios that really require some mobility that Lizardmen lack.

    Also I've found that 5 is the best number of terradons if you can afford them. Enough that they can last a couple rounds vs basic infantry (rear or side), and the biggest thing is that when you lose the first model from shooting you don't require a panic test (which LD 6 tends to fail alot on me)
     

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