Tactic 1: Hammer & Anvil This tactic is as old as the hills, but that doesn't make it any less effective. Because your Slann Mage-Priest is so powerful in the Magic phase, your enemy will be looking to kill him off as quickly as possible. Expect your Temple Guard to be locked into combat against your enemy's elite fairly early in the game. This is where the marvellous Stegadon comes in. Because the Temple Guard are Stubborn and Cold Blooded, should they lose the combat they will hold their ground in all but the unluckiest circumstances. The Stegadon then launches a charge into the flanks of whoever is threatening your Temple Guard, causing impact hits, negating their rank bonus and generally making an absolute mess of the enemy! Perfect. jus charge with something like a regiment or scar-vet, but u use a stega that walks with the charging unit and lets get in his flank!
Tactic 2: Giving Ground By advancing the unit of Skinks behind the Skink Skirmishers, you'll be affording the larger unit a degree of cover, especially against enemy shooting. Should the Skirmishers be charged or broken by enemy shooting, they will flee through the larger unit - now this will cause a Panic check, but don't despair. The Kroxigor in the Skink regiment increase the unit's Leadership to 7, and since they're Cold Blooded they're very likely to pass. Then the fully ranked up, Kroxigor-filled Skink regiment can storm forwards and set things to rights. just get a skink reg with krox, then place a skink skirmischer reg in front of it, and just storm the enemy's, the skinks wont flee cause they have kroxigor ld(ld 7)
Tactic 1: Reign of Terror Having so many Terror-causing units in the army means that you should be able to scatter those enemies with low Leadership values. Storm forwards as a mass and aim to get as many enemy units within 6" at the end of your Movement phase as possible. Models with a Leadership of 7 have a 42% chance of failing any given Leadership test, while those with Leadership 8 have a 28% chance. The more enemy units you force to take Terror tests, the more will flee and fleeing units are no threat at all! Something that I've tried with mixed success is using the Skink Skirmishers to 'herd' broken units off the board. This means that they've got to advance with the rest of the army (a dangerous proposition at the best of times), and when enemy units fail their Leadership tests and flee, the Skinks chase after them. When you're already broken, if you're charged you must flee immediately which tends to make things flee off the edge of the board. The only flaw with this plan is that people keep killing my Skinks. It probably wouldn't be too hard to reshuffle the army a little and get some Terradon Riders in though, who can move faster and flee from combat with fewer worries. just use youre stega's to terror it and let the skinks go after them. Tactic 2: Engine of the Gods. Keep this bad-boy at the centre of your force, being sure to employ the Portents of Warding in the early stages of the game. This wonderful power (which cannot be dispelled, huzzah) gives friendly units a 5+ ward save against attacks that originate from further than 12" of the Engine of the Gods. That means, with the Stegadon lurking slightly behind the main advance, your stampeding horde of monsters will be protected, at least a little, from the slings and arrows (and cannonballs & magic missiles) of your enemy. Great stuff. Once you're in close, deploy the Burning Alignment. This superb magical power causes D6 Strength 4 hits on every enemy unit within 2D6" and, once again, it cannot be dispelled. So get in nice and close and cause havoc. just use stega's special rules with one engine of the gods!
Tactic One: Puppet Master With the Channelling special rule, the Slann Mage Priest can cast his spells through the Skink Priests as long as they are within 24" of him. This can have the advantage of enabling the Slann to use short-ranged spells from elsewhere on the table, unleashing powers without exposing himself to danger. Channelling is especially valuable with powers like Drain Life (in the Lore of Death) and Cleansing Flare, which both affect all enemies within a set distance. Use the Skink Chief on the Ancient Stegadon to get close (and preferably ram into) the enemy and then unleash the Engine of the Gods power, followed by Cleansing Flare for maximum power. just use a unit temple guards and a skink reg with a priest, and use the shanneling rule with the slann and skink priest. Tactic Two: Disciplines of the Ancients The Slann can choose from an awesome range of disciplines, no mere spells or magical powers, but states of mind that enhance the power and majesty of the Mage-Priests. There are lots of different effects available, but in this army I've opted to give the Slann Mage-Priest the Focus of Mystery and Focused Rumination. The first of these two means that the Slann knows all six spells within his chosen Lore of Magic. The latter adds a bonus casting dice to each and every casting attempt made by the Mage-Priest - a potentially enormous bonus. Paired with the Channelling special rule, these two disciplines should let your Slann constantly bombard the enemy with a steady onslaught of spells.
Tactic 1: Warchief on Stegadon It's not really a tactic so much as something I love to do. The Stegadon War-spear gives the Stegadon 2D6+1 impact hits, making for a potential 13 Strength 5 hits when it charges. With that much potential damage, there's no point being coy - charge straight into battle and trample all over your chosen victim. Even an average dice roll will yield 8 hits (including the +1 bonus) and the units that can shrug off such punishment are few and far between! If you want your Chief on the Stegadon to be even more effective, try and find another 40 points to upgrade his Stegadon to an Ancient, raising the Strength to 6! Tactic 2: Charge Interference There are a few units in this army can run charge interference for the rest of the force. The Terradons, for example, can get in the way of enemy units and flee an impressive 3D6" away. The Terradons then rally automatically in their own turn, because of their Hit And Run special rule. This tactic, and others like it employed by the Skink Skirmishers, will buy your main force more time to deplete the strength of the enemy, chipping away at rank bonuses and exposing the foe to flank charges and unfavourable close combats. lets reply! you like the tactics? or if you know a good one at urself?
Some good stuff. Sadly only magic missiles can be channeled, so makes the Skink Priest a lot less useful than you say. I tend to take Death with mine, shove him forward with 17 Temple Guard and do Steal Souls and such. Cheers, Gazzor
You've just copy-pasted most of that from the LM tactics page on the GW website.. At least give credit if you are going to do something like that.
Screen with the skinks, let the skinks flee (or even just die) and then they will pursue into the spear wall and get pincered by the stegadon. Even if they restrain then you can charge them!
Love the pics, did you do that an an online gaming program? Also when they charge you, you will get spear bonuses. Now... If only there could be a steg for every unit of saurus in your battle line.
I totally agree, those pics are very nice. They make things a little easier to visualize than the usual plain squares and rectangles. I'd like to see some battle reports like that.
No problem, I made those myself. Feel free to jack them. I got a full set of sprites for every unit in the empire army and most of the LM. My friend and I use them to set up formations and stuff. (you can very nearly tell how a game is gonna play out just by the set up) I'd joked about uploading them into a flash application and embedding it into a messenger program so you could play warhammer in a messenger program. Currently, though there's no reason to use the sprites for anything other then Deployment Hammer.