7th Ed. Chameleons vs Terradons

Discussion in 'Lizardmen Tactics' started by thereal87, Dec 29, 2009.

  1. thereal87
    Saurus

    thereal87 New Member

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    Hey guys. I am just getting to the point in building an army where I get to fine tune each part of the list for specific tasks rather than just collecting blocks of infantry.

    Simple question. In an army with 40 saurus (2 units), 20 TG (1 unit), 30 skink skirmishers (3 units) a slann and EotG which would you rather field and why. 10 Chameleon skinks or 4 terradon riders?

    The rest of the army's strategy is pretty straight forward. Saurus and TG march behind skink screens and teh EotG gives ward saves all around and then unleashes some nasty damage once CC has begun. So which would you rather have?
     
  2. strewart
    OldBlood

    strewart Well-Known Member

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    In that army I would probably go for the terradons since you already have lots of skink skirmishers. But really both can be very effective and tend to suit different people better or worse. Give both a try and see what you like.
     
  3. Auroth
    Jungle Swarm

    Auroth New Member

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    I actually had that same question a while back lol.

    Personally, I'd go with Terradon riders. Chameleon skinks can scout behind enemy lines and march block a chunk of them, but at the same time that's a one trick deal.

    Terradon riders can just swoop in, march block around turn 2 or 3, and then continue to harass the enemy. In my opinion, they're one of the best guys at doing their job of disrupting the enemy.
     
  4. maniclurker
    Skink

    maniclurker New Member

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    Terradons, because big flying dinosaurs with other dinosaurs armed with swords and spears riding on them is just too awesome for words. And then the flying dinosaurs drop boulders on the guys below, and your mind explodes from imagining how stupidly awesome that is.

    I really like the idea of flying behind the enemy's army, dropping rocks on them, and generally just causing chaos by throwing poisoned spears at artillery or the backs of their ranks while march blocking.
     
  5. The Hunted
    Carnasaur

    The Hunted Active Member

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    In this army, Terradons.
    Skinks aplenty and terries fit better with their speed. They are more suited for warmachine hunting, and even suicide missions.
    However,
    10 Chameleon skinks is a LOT. You'd probably be better of with 5,6 or mayber 7. Small, cheap, annoying, expendable...love it!
    Sooo, maybe you could field both?
    3 Terradons require some more finesse, but will get the job done.
    If their primary job is to take out a machine, and their secondary is, for instance, redirect; you'll be sure they get the first done. The second is a bit iffy with only 3 Terradons
    In addition you will have 5 (or more) chameleons, you might drop a model to do this. But you'll gain 2 expendable supporting units.
    It's up to you.

    The Hunted
     
  6. JohnnyH5
    Skink

    JohnnyH5 New Member

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    Terradons are my choice.

    Where I play, several players hate my Terradons due to their ability to fly over units and drop rocks. Several games I have moved my Terradons into a position to drop rocks on a certain unit and they have completly lost the plot and stuffed up their battle line because they thought I was going to "Bomb" their uber unit.

    I treat my Terradons like my good mate treats his Goblin Fantatics, keep my opponents guessing as to what my real intentions are, when most of the time they are a distraction and nothing more.

    Pluse I like the fact that they can reach warmachines very very quickly (I hate Empire).
     
  7. camo-skink
    Chameleon Skink

    camo-skink New Member

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    i find that they work well together, if you can manage it i have two units of 4 terradons and two of 8 chameleons, and they both have pros and cons. if you don't have too many special slots use terradons.

    terradons dominate the movement phase and have the drop rocks and are good march blockers too. though the drop rocks thing only lasts once and they are a crap shot, and against anything bigger than a fast cavalry unit of 5 they aren't very good at close combat.
    chameleons, though their fire power is not as powerful as drop rocks, it last every turn and have a high enough ballistics skill to use double shot most of the time inflicting significant damage on low armor units, they start out fairly close to the enemy and they are difficult to kill out side of combat.

    working together terradons can march block while the chameleons fire, or chameleons can harrass a unit enough to follow it and line it up for a payload of rocks.

    camo-skink
     

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