How do I use Terradons??, people say they are good warmachine hunters, but such a small amount of attacks won't kill anything, and drop rocks is only 1 use. Against units even if you charge in flank you'll lose, if you're lucky you'll kill 1 guy(if you're really lucky) and you'll lose (banner, outnumber), doesn't look good either, HOW SHOULD I USE THEM???
The great thing about terradons is that, if used wisely, they can fill a multitude of roles. First off, the flying move of the terries allow you to quickly get them where you need them in order to stop march moves. This is even more effective when considering the fact that they can land in a forest out of enemy line of sight. Secondly, I find drop rocks to be the perfect solution to getting rid of fast cavalry and skirmishers or reducing them to a negligible number. Thirdly, most warmachine crew (except dwarfs) are no real match for a unit of 3 terradons. Fourthly, they are great at redirecting charges and their hit and run rule allows them to flee, rally and move again in the next movement phase. Fifthly, they are also good at harassing your opponent. Poisoned attacks are always worth it and throwing a couple of javelins each turn at the enemy giant can whittle his wounds down considerably. All in all, they are a great unit and in my opinion, if used well, they will win you games.
Thx, though 3 javelins won't do much, I got Skink Skirmishers for that About the rest, I guess you're right, thx, the-graven
True that 3 javelins don't do much... but they sure help!! I can't count the times that I passed over an enemy fast cavalry unit of 5, killed 3 or 4 with drop rocks and eliminated the rest with the javs
And never forget crossfiring! Park them behind enemies who are about to flee and the US6-8 terradons will make them disappear. Also you can grab a table quarter with them later in the game.
I generally move them into a forest somewhere midfield and wait till I need a redirector, have a target to drop rocks on or see a fast cav/missile/war machine I can flank and beat. That and march blocking.
One question, if I fly over a unit and drop rocks, they panick and flee, they will flee away from the terradons(since they are the closest enemy unit) straight into my battlelines right.
Not because they are the closest enemy, but because they are the ones that did the most damage from shooting causing the unit to panic. So essentially yes, you can make a unit run right toward your battleline.
So, since Terradons treat forests as open ground, can they draw LoS to units outside the forrest (for the purpose of charging) even if they are more than 2" into said forest? edit: reread entry, answered own question! No they cannot.
About the crossfiring, would it be smart to park them behind a low Ld unit then fire with my sallie at them (make sure that terries won't get hit by sallie) and make them flee into my 3 terries(US6) ?
If you want to hear smart, look at some of Dumbledore's battle reports. My favorite trick he used was: Movement: Move terradons behind an enemy unit. Magic: Cast Doom and Darkness (-3 leadership) on that unit Shooting: Use a salamander's flame breath on the enemy unit, causing a panic test which it failed on the -3, which panicked it through the terradons wiping it out. There are lots of tricks you can pull, but yes parking a group of terradons behind a unit that is about to flee or behind a combat that is going well for you is a good move.
Other times to use "crossfiring" include when multiple enemy units are about to take terror tests from a steg or something. If you spread them right you could cover behind multiple enemy units that might fail terror. Also they can help you get a charge off. Say you are planning to charge something in your magic phase, via wolf hunts, unseen lurker, or possibly steed of shadows. If during movement you park your terradons behind what you plan on charging, you can be sure the target won't declare a flee reaction. Usually this tactic doesn't work as charging happens before normal movement. But magic movement happens AFTER normal movement. Finally they can insure regular charges go off. Say your Cold one cav or a stegadon is just within charge range on a really juicy enemy unit. Naturally, the enemy will flee if you charge from so far away, being assured of escape. But let's say you have some Terradons behind enemy lines at a strange angle. If you declare a charge with them, it is highly unlikely the enemy will be able to get away, since they will flee from the stegadon or cav if they chose to flee, and your 20" flying charge would catch them. Now he has no choice but to stand and fight. You might lose a terradon in the process, but the unit definitely won't be getting away from your clutches. The terradons are then free to pursue, allowing your hammer unit to be free to do other things.
I have on thing to say about them that i have found brutal and epic. If you fly over a unit of x2 HW WoC and drop rocks on their heads.... they are in for pain. I did so with a unit of 4. I killed 6 warriors, and marchblocked them and another unit to boot. If for nothing else, the terradon's ability to marc block is just the best (and worth it).
Thx guys, hope more people will post some really good tactics with Terradons here. About your tactic Sebulba, I like it, it will be nice since my opponents all have high Ld armies except for one(depends on what he takes, he has O&G(goblins only, thats low Ld) and DE(that's high Ld)))
I have a plan, convert some terradon riders from a box of those new plastic gargoyles. Then you'd have like... what 12, 10? of those guys. You could take really hugely annoying numbers of them and maybe even outright beat some smaller units.