7th Ed. Rares to Guard/Deny a Flank

Discussion in 'Lizardmen Tactics' started by smiler6310, Feb 25, 2010.

  1. smiler6310
    Skink

    smiler6310 New Member

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    Morning all;

    So in my 2250pt army I'm looking at running a saurus and Engine centre, one flank will filled with Terradons, COC and a Carnosaur. I plan to deny the other flank and attempt to stop the enemy from sweeping through my lines. I still have both of my rare choices and 244pts left to use.

    My question is this, do I;

    a) Take 3 Razordons - Most opponents won't risk charging or going near 3 Razordons and rightly fear a Stand and Shoot from 3 of them.

    b) Take 2 Razordons and 1 Salamander - Less threatning on a Stand + Shoot but can shoot at two different targets. Can throw out a reasonable amount of shots and panic tests. Basically gets the benefits of both choices but may be a 'jack of all trades master of none' scenario.

    c) Take 3 Salamanders - Nasty, could cause mass panic tests but cannot Stand + Shoot so not that good at denying/guarding my flank.

    So what do you think?
     
  2. strewart
    OldBlood

    strewart Well-Known Member

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    The range of salamanders is pretty reasonable so they are a much more offensive option for you, you will be aiming to obliterate before anything even gets to charge you or at least force panic. Those checks are extremely handy.

    In general, salamanders are better for their points so I would take 3 of them with that option. Remembers, razordons are scary to charge so most people won't, they will just go around you. Or charge with something expendable since you have a huge chance of misfiring.
     
  3. walach
    Razordon

    walach New Member

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    i think i'd go with:

    d) 2 salamanders and 1 razordon

    push the razor slightly ahead of the sallies to protect them from enemies while retaining the panic test/firepower. though tbh i'd probably take just one of each and spend the remaining elsewhere. or maybe 2 solo salamanders.
     
  4. smiler6310
    Skink

    smiler6310 New Member

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    Thanks for the replies guys. I was really hoping I'd found a use for the Razordons, I much prefer their models to the Salamander ones. Odds are I'll probably go with your suggestion walach and run 2 solo Salamanders as mobile flame throwers to support my Saurus blocks while putting my Steg on the flank to secure it.
     
  5. kroxigor01
    Ripperdactil

    kroxigor01 Member

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    The grave flaw with Razordons is that when they stand and shoot, if they roll a misfire on either dice they fire no shots at all. This means that the average shot output is only 8.33 each razordon, not the intuitive 10.
     
  6. The Hunted
    Carnasaur

    The Hunted Active Member

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    I'd go with
    Salamander w/extra handler
    Salamander w/extra handler
    10 skink skirmishers

    Which leaves you with 14 points left. Which could simply be 2 more skinks, or some more tuning in your list.
    The skirmishers help alot to protect/delay/annoy the refused flank. Fast cavalry is tough to deal with for your Sala's, but your skirmishers deal with them quite well.
    A single Razordon (or 2 for that matter) isn't ever going to do the job you want it do to IMHO. A salamander can be positioned well so that it pretty much always hits (bar misfire naturally), but the razordon is on 4+ (and worse)
    Skinks are always awesome, and they can FLEE from a charge. Whereas the Razordon has to S&S.

    So, shortly: I'd pick 10 skirmishers over a Razordon any day of the week (bar sunday-morning, but that's no time to play warhammer anyway!). Simply because of their versitality.
    My .02

    The Hunted
     
  7. kroxigor01
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    kroxigor01 Member

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    I second The Hunted's setup. Single Salamanders are great. Anything they can't kill they can't flame or scare off with fear they can at least divert away without giving up many points.
     
  8. smiler6310
    Skink

    smiler6310 New Member

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    Thanks for the responses guys, given me alot to think about!
     

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