7th Ed. How to use SCoR

Discussion in 'Lizardmen Tactics' started by Revered_Guardian, Apr 1, 2009.

  1. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

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    Well Ive seen easily in this site through debates that there are many people that dislike this unit, but there are also alot that love them... i might be getting them in my list and since ive never had cavalry before maybe you could all give me tips on how to use them? :D
     
  2. fer
    Saurus

    fer New Member

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    i deploy them on the far side of the table from where I am generally setting up, to pressure war machines and stuff like that, depending on the deployment order, they sometimes have to commit their cav there to address the threat which is sometimes rough...

    other approaches would be good to hear, my strategy ends up either inspired or a miserable failure...
     
  3. strewart
    OldBlood

    strewart Well-Known Member

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    There are two main ways to use them; one as flankers, and one as heavy cavalry.

    As flankers, you want a unit of 5 with no upgrade. Their job is to get out on the flanks like fer's ones and hit the flank as your main line hits the front. This will negate ranks, give you +1 for flank charge, and give you some strong kills from the flank. Not many units can survive a combined charge, so expect it to be relatively tough to get both to charge in the same turn against a decent opponent. Hit with the front unit, who should hold at least, then in that turn of charge more the CO's to the flank ready for a charge next turn, or to possibly block their flankers.

    Secondly, as heavy cavalry. You want a frontage of 6, if you can afford the points then 1 or 2 in a second rank just to absorb the shooting that will come your way, and full command plus either the warbanner or Haunchi's, these guys charge directly at the front of enemy units with your main battle line. They should smash any average infantry, against tougher infantry like Dwarfs and chaos get some support ready because if they don't break in the first turn, your unit will be in a bit of trouble. Though they are also tough enough and strong enough to survive fairly well in a prolonged combat on their own.
     
  4. Grifthin
    Saurus

    Grifthin New Member

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    I use one of 3 Setups:

    5 Lizzard, no add ons for flanking.

    8 Lizzard with full command and a Hero (I like the Scar veteran + Sword of Might) as a Hammer unit.

    16+ Lizzards just for giggles. Essentially go heavy magic to Disable all your enemies shooting, magic, warmachines and then just roll over them with the massive block of fear causing troops. Usually a slann with 2 Skink Priests (lvl2) and a Scar Veteran or Oldblood with a mount. If nothing else that much cavalry is really awesome looking - downside you will SUFFER vs canons.
     
  5. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

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    If i were to drop my revered guardian in my army i could mount my scar vet on a coldone, but I will only have 5 SCoR to back him up... how will this unit fair?
     
  6. fer
    Saurus

    fer New Member

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    works pretty solid for me, 5+ scar vet on co
     
  7. MrPeaBuddy
    Saurus

    MrPeaBuddy New Member

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    What i might do is have an oldblood on carnosaur and stick him in a unit of 8 SCoR. This works really well if done wit the right amount of support
     
  8. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

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    My army has a slaan in it.... (against skaven and tk i will really need the magical defense once we hit 2000 points)
     
  9. Grifthin
    Saurus

    Grifthin New Member

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    Scar Vet + 8 Cav is a excellent Hammer unit, only fully ranked dwarfs and the like can stand up to their Charges.
     
  10. strewart
    OldBlood

    strewart Well-Known Member

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    Good. IF it makes it to combat unscathed. If it gets shot up then it becomes not so good.
     
  11. kroxigor01
    Ripperdactil

    kroxigor01 Member

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    I think your talking up shooting strewart (few armies have shooting that can get through T4 2+ save). Its important to keep in mind thata skink screen is the same points cost as two ablative wounds. Also, the skinks can be used as shoot stuff and be general pains once their screening services are done.
     
  12. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

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    Plan is to give scar-vet shield of mirrored to protect the unit and then sword of might.... as for shooting i will probably try for the 4+ save spell on them and maby a skink skreen for a turn or 2
     
  13. strewart
    OldBlood

    strewart Well-Known Member

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    Actually I would say most armies have some form of shooting that will do it.. Gunpowder is a given, armies that don't have that usually have bolt throwers with high strength and no armour save allowed, or are something like Wood Elves. Skaven have great shooting. Even O&G have access to bolt throwers, even if they might be a touch inaccurate. It only requires one thing that has decent shooting with the first one or two turns free to shoot to cause a casualty or two, maybe more. And shot up could also refer to magic, since that happens at range.

    It is a good idea to use a skink screen though, would save an extra core choice. It is potential extra VP to give over if you are just using them as a screen, and they move a touch slower than CoK so will slow them down. You will also need to give them a turn of exposure so they can actualy get a charge off, but a skink screen may be worth it.
     
  14. DonkeyHotep
    Temple Guard

    DonkeyHotep New Member

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    I often use them as a screen for my slann. I'll just park them in front of the slann and when something comes in range fling 'em out after it, the slann and his skink priests can usually throw buffs at the unit and make things better, and if you are super concerned about the slann you could even have a second line of skinks in front of the slann to delay a charge that comes through the cavalry.
     
  15. Grifthin
    Saurus

    Grifthin New Member

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    A slann with Lore of Light or Lore of Life can really make enemy units suffer from Rubber weapon syndrome. Things that have been hilarious:

    Casting the Light spell that makes enemies WS1 on a unit of Dragon Princes, getting a saurus Block to hold. Losing 1 saurus, the counter attacking and killing 2 Princes, breaking them with combat res and running them down ( the running down was luck though).

    Or stegadon sucking on 2 repeater bolt throwers worth of wounds, casting healing spell to put wounds back to full. That annoys opponents no end, especially if you have kroxigors, Stegadon, Slann and Carnosaur - all multi wound.

    That aside - the Light spell that makes enemies WS1 is brilliant, hitting them with a block of 8 Saurus Cav after casting that decimates virtually anything. I find on the whole you can't really discuss lizzardmen units without talking about other units - they all have so much synergy with each other.
     

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