8th Ed. Hi from a new player; Saurus-heavy combat army?

Discussion in 'Lizardmen Discussion' started by YourMumRang, Jul 15, 2010.

  1. YourMumRang
    Skink

    YourMumRang New Member

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    Hey all.

    With the advent of the new edition I was caught building a Dark Elf combat list. I only had 2 units (PM me if you want 20 RxB well converted and unpainted) so am free to change army.

    I lean away from the Dark Elves now for two reasons;

    - I want to fight! The new edition will be a bit of a grindfest and the Dark Elves are not equipped. They will be about mass shooting and magic.
    - I want to try the new Lores but I want to do it safely and a Slann is the safest way by far!

    So, can anyone offer advice on how this sort of army could work? I envisage the following;

    Slann
    18+ Temple Guard
    2 x 18+ Saurus
    2 x Skink Skirmishers/Cohorts
    1+ unit of 6 Krox
    Sallies

    I want to smash some face with magic and grind out my opponents rather than stand back and shoot.

    Any advice for a newb?
     
  2. Kurlin
    Ripperdactil

    Kurlin New Member

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    That looks like a very solid core for an army. And about what you want for a combat heavy army.

    The only advice I would offer is think about terradons or chameleon skinks. Because you will need war machine hunters in the new edition, to get your combat heavy troops across the field in as intact as possible.
     
  3. YourMumRang
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    YourMumRang New Member

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    Actually I forgot all about Chameleons.

    Are Terradons still worth it? I don't like the minis that much.
     
  4. Kurlin
    Ripperdactil

    Kurlin New Member

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    Terradons are definitely still worth it.
     
  5. kugruk
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    kugruk New Member

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    Terradon's get the free 12'' move before players have their turns, can march and fire with no penalty, can drop rocks on units they charge over, javelins are still poisoned. And, they get a ST4 stomp attack to boot.

    Chameleons are still good though IMO, hitting on 3s naturally, which means you can move and make multiple shots and shoot at long range and still get the poison benefit (lets be honest, this is the only way you're going to wound a warmachine with shooting with anything other than another warmachine). Also, they do not need to be deployed out of LOS anymore.
     
  6. Arli
    Skink Priest

    Arli Moderator Staff Member

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    Terradons can no longer drop rocks on the turn that they charge. That was in the FAQ last week. But, They do get a stomp attack!
     
  7. kugruk
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    kugruk New Member

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    err you're absolutely right, I meant March over
     
  8. asianavatar
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    asianavatar New Member

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    In the old FAQ you could charge a unit on a hill and drop rocks on any other unit that you passed over. I wonder why they decided to change it. Seems weird now that you can't do that.
     
  9. hd.40
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    hd.40 New Member

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    Terradon's get the free 12'' move before players have their turns


    Whoa, I missed this rule, where is it?
     
  10. Kurlin
    Ripperdactil

    Kurlin New Member

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    It is the Vanguard move for Fast-Calvary
     
  11. Caneghem
    Carnasaur

    Caneghem New Member

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    Someone at GW decided to read the Lizardmen army book, and saw that it was never intended to drop rocks on the charge. It clearly states "the remaining moves phase" in the army book.
     

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