7th Ed. question on combo tactics

Discussion in 'Lizardmen Tactics' started by camo-skink, Jan 8, 2010.

  1. camo-skink
    Chameleon Skink

    camo-skink New Member

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    hey everyone, it's been a while since i've posted, but any way back to the topic. i've always wondered if there were any set and stone multi-unit (meaning 2+, better yet 3+) tactics. some have been mentioned here and there, but few have been up for discussion and more extensive examination. so now i ask if you have any of said combo tactics (hammer and anvil being a very basic one) post them and hopefully they can be better adapted for more specialized situations.

    thanks
    camo-skink
     
  2. Sebulba
    Temple Guard

    Sebulba New Member

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    What do you mean? Are you asking for how to place your units when you attack (such as one in the front and flank with another to get the hammer and anvil?)

    If so, I saw one of Dumbledore's battle reports where he cast the leadership reduction on a unit, shot them with a salamander so they panicked, and had placed his terradons behind them so that when they fled they were all destroyed! Don't know what you call it... but it works well at destroying a whole unit with a spell and two 90/80 point units.

    Real mobile armies can try to run their whole army up one flank (mobile being all M6 or greater). Imagine a whole line of skaven trying to wheel to catch your fast army running up their flank. Terradons and skirmishers could be left behind to further divert some of his units while your powerful units crush one flank. This works great for horde armies (VC/some skaven builds in particular). Typically, if you can get most of your force against one of his flanks, tie up the other while they chase your skinks/terradons and isolate the big juicy "middle of the line" unit you can win a bunch of victory points. The support units may give you a smattering of points but what you really want is that huge group of grave guard in the middle with several hero characters to be destroyed.

    You have to be fast to get this tactic to work though and any organized shooting or magic will likely tear your flankers to bits before they can maneauver around the flank. The real goal is to get several of your support units engaging a few of his weaker troops at the end of the line. By tearing after one flank you can even find yourself, within the local area of the battle field, outnumbering even the biggest horde armies :bored:
     
  3. camo-skink
    Chameleon Skink

    camo-skink New Member

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    i've seen the terradon behind a unit thing before and it is quite effective. placement is one thing by what i mean tactic, but to put it metaphorically, instead of having a bunch of independent gears (units) spinning separately, how can they lock together to work more efficiently with all other units of the army.

    an example would be (and this may or may not be rules accurate) a co-operation of 4+ different units.
    a group of chameleon skink shoots at a relatively small unit in the back weakening it then continues on to a war machine if there is one. next a group of terradons, if place correctly on top of a hill see the small weakened unit and charges it while passing over and dropping rocks a large block unit. then a large block unit of your own can now charge the weakened block unit. skink skirmishes can come into play in many of these areas; the follow the chameleons and assist in shooting, participate in combat (if units are very weak), or act as a barrier to slow the interference of other enemy units. all the while one can also have magic assistance. best of all this can happen in about two turns if you deploy right.

    the point i'm trying to get across is how can a player use large portions of their army to create a smooth, powerful current of destruction

    camo-skink
     
  4. Sebulba
    Temple Guard

    Sebulba New Member

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    Alright, it sounds like you are trying to categorize units in the army. It's hard to come up with specific situations... because you kind of have to play with what your opponent gives you. Once you get a firmer grasp of the rules you can start to see where you need to get your units to in order to achieve the desired affect.

    Shield units.
    Terradons
    Skinks (of all kinds)

    You can use these units to move the enemy army where you want them to be. Frenzy helps you in this case as you can swerve very powerful enemies off their path and away into an empty corner of a table. Terradon's can even move and shoot after they rally making them even better. You can use this as a stalling tactic (sometimes getting their flank units tied up for a few turns or holding up a huge monster) which is blocking or you could "kite" them by setting yourself up for a flank charge.

    Sword units.
    Saurus
    TG

    Sword units are for doing constant damage to the enemy. Spears on a saurus unit will give them so many attacks that you'll send most opponents reeling once they stumble into the front of your block. Temple Guard with a slann are stubborn and make a great SCR unit which can hold back the troops trying to get at your soft spots. They can smash away at some fairly elite troops for several turns until you can get other units into position to flank.

    Spear units.
    Skrox
    Saurus Cav
    Carnosaur
    Steg (not EotG)

    Sometimes you need a good powerful thrust to finish off a particularly tough opponent. Spear units are the answer as they rush in and stab into the soft flank of the foe and win you the combat. The flanker is what provides that gaping wound with will spell the end of your opponents army. Our spear units are pretty powerful and can even go toe to toe with most other army's units which are assigned to the lowly job of guarding the flanks. Spears do not do well in extended combat so if you strike, you strike to break them not necessarily to "add more bodies" to a huge combat. They can always go to where you need them to be though because of high movement.

    Archer units.
    Slann
    Skink priests
    EotG
    Salamander/Razordon

    These units are used from a distance to do damage to the enemy before they get into range of the rest of your army. Archer units don't do well in hand to hand mostly and would rather stay just out of reach to support your combat oriented units. DO NOT charge these guys in unless you are certain it will tip the scales in your favor.


    As for a combo of all of these units... you kind of have to use them all. Use your shields to move the enemy around and force them out of position, march block and redirect as you like. Then, get your swords up towards the main line and tie down some enemy units. You need your swords to hold until your spears are ready to thrust in from the sides and break the enemy. Meanwhile, your archers stay just behind and support your swords and spears with damage or buffing effects to help them win the day.

    Just my two cents. Critique and criticize as you please.
     
  5. camo-skink
    Chameleon Skink

    camo-skink New Member

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    as a whole those categories work fairly well for most any army. also, they can be further refined into other sub group if you want to be detailed, and also some units can fall under many categories, terradons for example.
     

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