ok, first post! i was wondering if you guys had any decent info on killing a few armies. i only play against warriors of chaos, high elves, wood elves, and dark elves. i have a squad of skinks, and now i was wondering what else i should buy, and how i should use it effectively against these armies. any help wpuld be cool! thnx guys!
Salamanders will do well against all of those armies, and you'll want some terradons to take out the quick lightly armored stuff and especially skirmishers for wood elves. They can also help march block chaos and maybe take out a unit of marauder horses with their dropped rocks. Get an engine of the gods stegadon with the skink priest. The engine's armor bypassing spell will serve you well against chaos knights and warriors. Saurus spearmen will give the elves nightmares.
do you know if suaruses still lose their 2nd attack if they have spears?also, how good are razordons?
they do not lose their attack in either rank for those two armies sallies will work better -3 armour save is good on warriors of chaos and str 3 and -3 is just awesome against elves razors are good on paper but somewhat lacking in battle but the debate still is in question because of the potential they have personally i would take DoW leadbelchers if you want lots of shots granted the models are cool
yeah i kinda got that feelin about razordons... i have been running some leadbelchers for a while now, and they are unbilievable.do you guys know if the slann genartions thing is in the new book? i got a glance at it , but never had time to pick it up.. think im going to soon though. also, how many stegadons should i run, if any? they seem to be pretty good, escpecially the ancient ones... are they good?
Slann don't have generations anymore, now you can just add powers to them individually as desired. And Stegadons rock. Tough as nails. The Engine of the Gods is quite powerful giving its ward save against shooting and its armor bypassing burning alignment, which CANNOT BE DISPELLED. My advice to any and all Lizardmen players is take at least one stegadon, and make it an engine of the gods. The protection against shooting is worth it alone, then you find out that it makes knights just disappear. Razordons are just mobile additional shooting, and not even poisoned. Personally I think you are better off with an equal point value of skink skirmishers, split into two units. Salamanders on the other hand add some very useful benefits, flaming, armor bypass, and free panic checks. They are just leaps and bounds better. If razordons costed a little less it might be worth taking them.
I'd agree with most of the things said here, just wanted to add that all of the Elves have shooty/magic as their forefront, meaning you'll want an Engine to protect yourself, while Chaos is rather low in shooting, but an Engine is still great for ridding yourself of those destructive knights. As for Razordons, they're not so great compared to Salamanders in my opinion. The only time I found them useful was against people who field alot of powerful single models oe small units, things that salamanders would be able to land very few hits on.
just thinking razors would probally be better vs wood elves than sallies the massive shots with no minus is a great bonus against skirmishers with low armour about the only army i would recomend them over sallies though and it is still a close call since falming is good against dryads and tree men
Razordons still suffer the skirmish penalty for shooting, so you are looking at hitting on 5+. Not terrible, but not great either. Better for skirmishers are engines of the gods and terradons dropping their heat seeking rocks. Strangely, the sallies aren't great for shooting dryads or treemen. Since they are only one wound anyway, flaming doesn't do much against dryads. And being non-magical attacks, they still get their ward save. The treeman on the other hand is just a single big model, and you'd need a 6 to wound him if you're lucky enough to land a couple hits. Then he still gets 6+ armor and 5+ ward, but then yes it would do 2 wounds. Then there's that whole immune to psych issue, bleh. However, anything that is actually an elf is fair game. Unfortunately, this will usually be only their glade guard, which tend to keep at a safe distance. Glade riders, warhawk riders, eternal guard.. all pretty squishy for salamanders. I think waywatchers aren't immune to psych, so those can be toasted and panicked. Then the engine of the gods comes in, doing str 5 hits against tree spirits. Since its a magical attack(?), it wipes out both the tree spirit ward save and all armor saves. Not too shabby.
Your best investments would be some steggs, sallys, terries and a slann and TGs (as well as lots of skinks) Check out this list should work pretty well vs elves as well
Yes, infantry with spears, attack in two ranks with as many attacks as stated in their profile. The reason why saurus with spears only got 1 attack when fighting from the second rank in 6th, was becous one attack was due to the predatory rule given the spikes, tallons, jaws and even the shield of a saurus up close could be as deadly as the weapon he was wielding. Now, with the predatory rule gone, the saurus simply just has 2 attacks and will benefit from that when using spears.
@Aparach yeah that looks like a good list, but i think that instead of the cold one calvary, and the carnosaur, maybe taking another stegadon. i love stegadons. especially with blowpipes. poison attacks FTW!!
Yeah that might work as well, but I really whanted to try out Blade of Realities... Has yet to try it out so I let you all know how it fares when I put it into action