7th Ed. Big terradon units anyone?

Discussion in 'Lizardmen Tactics' started by vaalnn, May 25, 2010.

  1. vaalnn
    Skink

    vaalnn New Member

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    I've been playing a few games at 2k points and have taken a unit of 3 terradons in each of these, I must say that they've definitely been worth the points.

    I've been thinking about running a much larger unit of terradons, 10+ maybe, with the intention of decimating a unit with dropped rocks and rampaging through the opponents flanks.

    Does anyone have experience of playing large units of terradons? I imagine that despite their expense they could hopefully make their value back by destroying a key unit with dropped rocks?
     
  2. Arsenal
    Temple Guard

    Arsenal New Member

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    Well one thing is for sure, your enemy will concentrate a majority of their missile fire and spells on that one unit, allowing the rest of your army to move about unhindered.

    A unit 10+ of terradons is a big point sink. I would be afraid of one spell or shooting phase ruining my day with a panic test as LD6. To see that unit flee would be sad indeed. Maybe a skink hero on a terradon with +! LD mask or something of that sort to help out.

    I do like the idea though. If you ever do run it, I would LOVE to hear the results, and please take a photo of your opponents face when you plop the unit down, lol.
     
  3. walach
    Razordon

    walach New Member

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    similar idea, obviously only really an option in 8th, but how about a fair size unit (say 4-5) with 2-3 skink chiefs joining? seriously ups the CC ability. though of course makes them even MORE expensive, with less rocks and probably just as vulnerable to shooting/magic.

    either ways, i reckon your idea could be fun, but only as a one off really. and quite an expensive unit ££ wise too.
     
  4. n810
    Slann

    n810 First Spawning

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    Hmm...

    for protection you might whant to give one of the Chiefs the Sun Banner,
    and give the Mirrored shield to one of the other ones...

    That ought to keep them from being shot down. ;)
     
  5. Eagleblaze
    Temple Guard

    Eagleblaze New Member

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    10 seems a bit much, 8 or 9 maybe. D3 rocks = atleast 10 s4 hits. Odds aren't that different with 8 and you only need to panic a unit you don't need to decimate it. Just need to pick the right unit. Also makes the unit a little more viable given you'd be sinking less points into it.

    -Eagle
     
  6. Skrox
    Cold One

    Skrox New Member

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    If you are willing to pay the ridiculous amount to get 10 terradon models, run them in two units of 5 (or even 2x3 and a 4). You wouldn't have to be in one big group to do the drop rocks on one unit, with 20 inch movement they just need to be sort of close to each other. They would have to roll a panic test in the same manner no matter how how many separate units were involved.
     
  7. vaalnn
    Skink

    vaalnn New Member

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    Well, I tried this last night. I took 9 terradons in a big unit, and it was against High elves in a 2000 point game. I'll tell you why it went wrong, and I recommend doing what Skrox suggested.

    My opponent had a geared lord on a star dragon, which was where a lot of his points went. He had 4 units of 10 archers, a chariot, 2 bolt throwers, and only one block of infantry - Phoenix guard with horrible 4+ ward saves. This is where the problem was, I didnt want to risk most of the terradons dying to his missile fire, so I kept them back until they were within range of the only unit worth dropping their rocks on - the phoenix guard. This meant that his bolt throwers and archers had no pressure on them and were able to casually decimate my numerous skink skirmisher units. When my Terradons did drop rocks on the phoenix guard I think I got 14 hits, which is slightly below average. With their ward saves and some lucky rollling on my opponents part only 4 of the guard went down, and my terradons were now left in a horrible mid-table position. (for anyone interested in the result of the battle - Elves scored a minor victory, but another turn or two and it would have been a lot worse for the lizzies).

    So heres my 2 cents on large terradon units - Maybe they could be viable given the right opponent, preferably one with lots of viable targets so that the terradons can pick on the one which leaves them in a decent place at the end of the movement phase. But I think generally it's a much better option to take several smaller units, with their fly move you can still orchestrate a large bombardment anyway, but you also don't loose the versatility which terradons rely upon to justify their points cost.

    Maybe it could be made to work with the correct mixture of heores/magic items, but I don't think I'll be trying to get the formula right.
     
  8. n810
    Slann

    n810 First Spawning

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    I think when assaulting highelves you might need Ticktacktoe in the unit for the element of surprise.
    (appearing suddenly behind his gunlines)
     
  9. vaalnn
    Skink

    vaalnn New Member

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    Meh, not sure about using ticktacktoe in this way. If your hitting an opponents gun line you really don't need more than 3-4 terradons to take out a unit/machine. dropping all those rocks on a single unit of archers really doesn't justify the points cost imo.
     
  10. Arsenal
    Temple Guard

    Arsenal New Member

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    I don't mind the MSU approach with Terradons, but it just eats up those oft important special slots. That's the killer for me. Especially if the rules for 40mm go the way I think in 8th ed where I'd like to MSU Krox.
     
  11. Chahlie
    Cold One

    Chahlie New Member

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    Well, if money it tight, try converting the new tyranid gargoyles as the terradons. 1 squad of gargoyles+1 squad of skings (as riders) gives you 10 terradon riders for $64. 10 Normal terradons cost $170, so you save $106.
     

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