I've been reading all of the tactics articles on this site and they're super useful but they have given me a couple of questions to clarify a few things.
1) The Lizardman faq has the following section:
Page 53 – Kroxigors, Great Reach
Ignore this special rule
So does this mean Kroxigors inside Skink units no longer get their full attacks during close combat and can only make a single supporting attack?
1 a) If the above is correct how do you run Kroxigor units now?
2) How often do you take Loremaster on your Slanns? It seems like every lore has one or two 'super' spells which are the primary reason for taking that lore and just rolling 4 times on the lore chart seems like good odds at missing the spell you really want.
2 a) if you're running two Slanns in something around a 2400 point list, would you take the extra spell die on both of them? And how about loremaster on either? Or is that just overkill considering you have two L4 Wizards?
3) When using Skink skirmishers which can march and still shoot, is there any reason you wouldn't want to move less than 6 inches away so you don't get a long range penalty on your shots? Assuming you're moving already that's a -1 penalty so you might as well move into short range?
4) If you have two Slanns and a unit of Temple Guard do the temple guard's special rules about surrounding Slann only apply to a single Slann?
5) Is there a preferred kit for taking a Stegadon? Bow? Pipes? EOTG? I'm sure this changes depending on what else you have and what else you bring, but are there any quick rules for which one to take?
6) It seems like Light, Life and Death are far and away the preferred lores for the Slanns but is there any situation that would cause you to take one of the other lores? I'm specifically thinking Lore of Metal against Bretts or scary Chaos Armies.
So this list of questions kind of got away from me but I hope some of the answers will be useful to other people.
Thanks =]
1) The Lizardman faq has the following section:
Page 53 – Kroxigors, Great Reach
Ignore this special rule
So does this mean Kroxigors inside Skink units no longer get their full attacks during close combat and can only make a single supporting attack?
1 a) If the above is correct how do you run Kroxigor units now?
2) How often do you take Loremaster on your Slanns? It seems like every lore has one or two 'super' spells which are the primary reason for taking that lore and just rolling 4 times on the lore chart seems like good odds at missing the spell you really want.
2 a) if you're running two Slanns in something around a 2400 point list, would you take the extra spell die on both of them? And how about loremaster on either? Or is that just overkill considering you have two L4 Wizards?
3) When using Skink skirmishers which can march and still shoot, is there any reason you wouldn't want to move less than 6 inches away so you don't get a long range penalty on your shots? Assuming you're moving already that's a -1 penalty so you might as well move into short range?
4) If you have two Slanns and a unit of Temple Guard do the temple guard's special rules about surrounding Slann only apply to a single Slann?
5) Is there a preferred kit for taking a Stegadon? Bow? Pipes? EOTG? I'm sure this changes depending on what else you have and what else you bring, but are there any quick rules for which one to take?
6) It seems like Light, Life and Death are far and away the preferred lores for the Slanns but is there any situation that would cause you to take one of the other lores? I'm specifically thinking Lore of Metal against Bretts or scary Chaos Armies.
So this list of questions kind of got away from me but I hope some of the answers will be useful to other people.
Thanks =]