We all make blunders. Some of them are mere lapses in judgement brought on by too much sleep (or a lack of), while some are the result of our own bad tactics - thus guaranteeing our own downfall from the start. Every army has a multitude of ways it can be employed, but there are ALWAYS things you should NEVER do. Example: Spreading your synapse too thin or having only a single synapse creature in a Tyranid force. What horrible blunders can occur with the Lizardmen? Spread the wisdom so others may avoid such pitfalls!
I faced High Elves in a 2250 pt battle. I had two lists, one was a Old Blood on Carnosaur list and one was a Slann mage list. I wanted to do something a little different, so I took the old blood on Carnosaur. I wanted to play the Carnosaur to see how it worked out. My Engine of the Gods was eaten by a dragon in the second turn. The blunder cam in when I started running the carnosaur toward the dragon instead of straight up the middle to get it into combat. The Carnosaur did not even see combat until the 4th turn. When it did see combat, it died facing the dragon because the dragon got the charge off when the carnosaur could not. Moral of the story... Get the Carnosaur into combat as quickly as possibe! Run it up the middle and get that first wound to make it frenzy. Then let it eat everything in its path (hopefully).
Always let your Slann throw his spells around BEFORE the skink priests try thier hand at casting. I have had a skink priest shut down my magic phase on his first spell on two separate occassions, thus making my Slann a giant pile of useless. I have gotten into the habit of always taking soul of stone on my slann so i can keep my magic phase going (which i think is more important in alot of cases than taking a wound) just in case i get the phase killing miscast. Also, if you're going to be using your slann by himself, higher state of conciousness is never a bad idea. Its nice to not have to worry about a wayward boltthrower or cannon blowing him to bits b/c you forgot he only has a +4 ward against shooting.
Never ever let your saurus cavalry being double-charged by Bret's(it happened in my first game ever), really they got double-charged, fled through the Skink Skirmishers with the Priest, who panicked too and I lost 2 units, including a heroe(Priest). Still won the Battle cuz my Scar-Vet killed one Knight Unit, my saurus were being charged but he couldn't reach (1.5") them and then those knights got charged by saurus, after that my Scar-vet ate through another knight unit including a Damsel of the Lady, another Skink Skirmisher unit shot some infantry(don't know the name) dead and that was the end, he had 1 knight and some bowmen left and I had some saurus some skirmishers, a priest and my scar-vet(he had 1 wound lft, serious man of the match). Still don't know how the rest could go so well . It was 750 pts battle and the loss of the Cavalry was pretty suckish since they cost so much points.
Unless you point the template away from the terries and the terries have a unit strength of 5, since in this case it would be a good tactic since if the enemy flee they are automatically destroyed!
And remember, the Salamander panic is caused by one casualty, not one wound. So if your terradon takes a wound that doesn't kill a model, no test required.
Also with terradons, make sure to land in such a way that if you happen to lose you don't flee off a table edge. This is especially true with war machine crews. Coming in at a weird angle looks good at first...just make sure you win.
Dumb Move - Fogetting that a Slann in a Temple Guard unit doe NOT have 360 Line of Sight. In one of my first games, I advanced my Slann/TG even with my main battle line and quickly became engaged in close combat with an enemy that wouldn't break quickly. I soon realized that, since his troops also advanced evenly, I didn't have anything in my LOS other than the unit I was fighting. Most of my spells became useless for several turns until I was able to win the combat and turn the unit.
This happened to me yesterday. I was using TiqTaq'To. Mistake #1-not starting with the terradon units on the field (did not get to come onto the board until turn 3). mistake #2- getting into a situation where a double charge made me flee off the table.