8th Ed. Best Triumph & Treachery Mercenaries for Lizzies

Discussion in 'Lizardmen Discussion' started by Zakharov, Mar 30, 2014.

  1. Zakharov
    Saurus

    Zakharov Member

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    So, we've had quite a while to play the T&T expansion. My group have been playing thus far with no mercenaries (to eek a little more value from the hideously expensive book) but that might well be about to change.

    I'm looking for a good pairing for lizzies - likely in the 400pt mark (for a 2k point game) - and wondered what people have been having any luck with. The tempting choice is just an engineer and great cannon(s) but I'd also like to choose mercenaries that run with the lizardmen fluff.

    At the moment, I'm thinking;

    - Some combination of daemons of chaos (slann summons the lizardmens greatest foes in a blighted ceremony not heard since the time of the old ones, etc etc), probably a herald of khorne and some juggernauts for bloodthirsty nastiness.

    - Some Dark Elf slaves captured by the intrepid lizardmen in one of the recent raids, forced to fight for their freedom or face the sacrificial pits. Probably DE repeater xbows, maybe an assassin.

    - Vile skaven forces, similarly captured and being forced to fight.

    I particularly like the idea of pairing with an evil choice, as it would make more sense if they were to switch allegiance halfway through the game. Picking something like elves would leave a bad taste in the mouth when they mysteriously changed to side with VC or Chaos. But at the same time, it would be nice to have something that compliments lizzie playstyle.

    The boring option is to make a great cannon out of a palm tree and call them pirates from the lustrian coastline!
     
  2. GCPD
    Bastiladon

    GCPD Active Member

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    3-4 Demis, mounted on big lizards.
    1 Great Cannon
    1 Master Engineer

    The theme is Lost Samurai - an Empire expeditionary force in Lustria gets wiped out, and the survivors are captured by the Lizardmen and used to learn about gunnery, etc, whereupon they start going 'native' and dressing up like Lizardmen.
     
  3. Zakharov
    Saurus

    Zakharov Member

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    I like it - monstrous cavalry fits well. And it's always nice to have some more monsters in the list!
     
  4. Mr Phat
    Skink Chief

    Mr Phat 9th Age Army Support

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    funny, as late as yesterday I made a list of things I would like to play with if Allies became an 9th option.

    how is the rules is exactly?
    there most be a character or how is it?


    I would simply love to field a unit of ushabtis with great bows for those S6 5+to hit goodies...sadly they dont have any protection, so maybe a Necrotect will do wonders? throw him on the side of a TG horde...there, you now have S6 30'' firepower and your TG's have hatred.

    so

    Ushabtis + Necrotect

    also

    Frostheart phoenix and a Lvl 4 archmage can be fit into a 500pts allowance, also giving you extra room in your lord section since you can leave out the slann.

    ogre kingdoms...well, how about a slaughtermaster/butcher to join your krox unit and some mournefang on the side?
    Lore of the great maw works nicely with lizards!

    you could also mount a vampire to bring with your scar-boys in the CoR unit.
    Make him ASF and suddenly its okay that the rest of the unit is I2.


    so many awesome options.
     
  5. Silverbolt
    Temple Guard

    Silverbolt Active Member

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    @Phatmotha: it is my understanding from playing with my T&T group that your allies can't join your main army units. So, a mounted vampire could ride along right next to the CoR, but not technically join the unit. Real shame....
     
  6. Putzfrau
    Skar-Veteran

    Putzfrau Well-Known Member

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    If allies come to 9th I might have to say goodbye to warhammer.

    Allies have absolutely ruined the 40k competitive scene. I hope GW doesn't migrate them to fantasy.

    Personally I think ogres would be fun. Mourn fang and cannons. But that right there is exactly why I think allies should be excluded outside of TandT. Too easy to cherry pick units your army was never balanced around having.
     
  7. Zakharov
    Saurus

    Zakharov Member

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    Sounds pretty interesting, but how do you fit TK into the lizzie fluff? Maybe a southlands army?...

    Pretty risky, as T&T mercenaries have -1Ld and there's a chance that they'll switch sides if they ever fail a panic test. Whilst it's unlikely that a HE mage will ever even take a panic test, let alone fail one, I'd still be scared to put all my magical eggs in that basket.
     
  8. Pinktaco
    Skar-Veteran

    Pinktaco Vessel of the Old Ones Staff Member

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    Yeah it sounds like something that could easily evolve into just acquiring the best of the best <.<
     
  9. Zakharov
    Saurus

    Zakharov Member

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    You can always just say "no" to 9th! :D
     
  10. Kroq
    Cold One

    Kroq New Member

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    I'm fluffy player so for T&T i'd take, Empire, Ogres as they are really mercenaries or maybe a marauder heavy woc to represent Skeggi
     
  11. Mr Phat
    Skink Chief

    Mr Phat 9th Age Army Support

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    There is plenty of fluff supporting the Slann's necromantic abilities.
    Dont remember the book but I read a passage from a novel where a skeletal Slann ressurected himself and a whole legion of dead saurus.
    .
    that and Kroak himself.
    Also: im pretty sure that the fluff states that Tomb Kings and Lizardmen had something to do with eachother in ancient times.

    Fluff could be like:

    "Skink oracle on Troglodon named BLAH
    in search of ancient artifact Bleh
    he is lead to a bluh where an ancient long dead servant of the old ones its laid to rest together with the artifact as well as his personal bodyguards, the ushabti + whatever you want to fit in from the TK army"

    Ive always thought those snake-folks would fit into lizardmen....I really think Sotek miss some representation, given the importance he has for the Lizardmens future development.
     
  12. Noveltyboy
    Skink

    Noveltyboy New Member

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    I have been using a cheap necromancer and spirit swarms or banshees in tnt. Ethereal stuff screws people up and multiple units makes it harder to shut your mercs down. Just keep the necromancer safe or your points are wasted.
     
  13. Pofadder
    Cold One

    Pofadder Member

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    Arachnarok Spider...

    Captured after a battle with OnG. Piqued the skinks' interest to try and tame him...
     
  14. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    While my fluff Slann has established incomplete control over a vampire lord.

    For the table top, I would go with whatever non-LM models you have in your collection that look cool before you go with tactics or fluff.

    Tactics wise, artillery is what you want.

    Fluff wise, the weirdest you can justify is what you want. Unless you have personal army fluff, then go with that.
     
  15. Zakharov
    Saurus

    Zakharov Member

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    Truer words have never been spoken. This hobby is expensive enough as it is!
    Not so sure about this though. Artillery is already pretty hard to keep safe for long in T&T, also there are cards that can shut them down for a turn and if they're mercenaries on top of that, people can bid to have them not fire.

    All that makes artillery a less attractive choice... unless you get multiple cannons/war machines, of course!
     
  16. Valdus
    Skink

    Valdus New Member

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    I've been in a campaign (1 game per month) that is rising from 1000 points to 2000 points over the year. So far at 1000 points I've been taking the full 200 points of mercs as Skaven - a level 1 warlock engineer who keeps Scorch if her rolls it and swaps anything else for warp lightning, and a warp lightning cannon. The engineer has a Doomrocket as well.

    So far the added "boom" from the skaven has been pretty useful in making up for the lack of ranged heavy hitting. The cannon can try and shoot down other war machines and monsters or snipe off the last couple models of a unit to get the victory points. The warlock's damage spell means I can run Beasts on the priest and still have some offensive magic. Doomrockets are glorious when they work.

    This month I'll be able to take 300 points of mercs... I think I'll add a second cannon for even more artillery fun. Either that, or a high elf noble on griffon to set up flank charges.
     
  17. Mr Phat
    Skink Chief

    Mr Phat 9th Age Army Support

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    and so it begins.
     
  18. Lizardmatt
    Troglodon

    Lizardmatt New Member

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    Take both of the empire buff wagons.

    +1 to hit is really nice on lizardmen.
    6+ ward doesn't hurt, and the +1 power and dispel dice is pretty sweet.
    With the remaining 150 points, I'd grab a warrior priest and a small bodyguard.

    -Matt
     
  19. GreatEscape_13
    Skink

    GreatEscape_13 New Member

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    Technically they're already in Warhammer... check the rulebook, all the rules are right there. Now lots of tournaments don't allow them, but they're in the book.

    In Warhammer, as long as there is story reason and the modeling matches, we never have a problem with allies. Mainly because if someone brings some broken combo to just win with, we say "okay, that was fine... don't do it again" and cool gamers usually understand that.

    Cheers.

    Andrew
     
  20. Putzfrau
    Skar-Veteran

    Putzfrau Well-Known Member

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    It's MUCH different than how allies are used in 40k. I am 100% aware of the fact that allies are in the current warhammer edition.

    The way allies are set up now is fine.
     

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