Ejpok said:
Hello,
I can't belive that non of you mentioned that when a Brett players plays as the second one he has a free ward save? So If you will the roll off, give him first turn!
It doesn't quite work that way. If the bret player chooses to pray, his opponent (in this case the lizardmen player/Natural 20) is allowed to choose whether to go first or not. It will not influence the ward save. There is simply no roll-off needed.
Other tips/tricks/advice:
-Saurus for anvils. Easy as that, they can grind away vs non-character knights very well. Holding the charge is something they are also pretty good at, especially when buffed with Life/Light magic. Personally, I prefer Light, but vs brets I personally believe the difference between the 2 lores is smaller than normal. Choose as you wish.
-Skrox/Stegs for flanking. Skrox are fast, hit hard and have ranks. Unfortunately they die in droves! Even the horses are a real threat to the skinks, so avoid the charge (redirect/hold with saurus) and counter with these guys. Keep the BSB near your stegadon to hold that combat for a loooong time. Aim the Steg's/Krox's attacks at the characters.
-Avoid the charge. By fleeing and countering, holding the unit up or by redirecting. Use every weapon in your arsenal to avoid being charged. After the charge the bret lances are just a mass of steel. Which you can grind through.
-Trebuchets make prima targets for chameleons. Simple WM take-out strategy.
-Mind the dual-charge! 2 lances can easily fit vs 1 Saurus/Skrox unit, taking a heavy toll on the unit and it is quite possible they will then break.
-His lord can have a heroic killing blow-kit, so mind your stegadon(s) if he puts them directly opposite of eachother.
Brettonians are still solid, especially since they punish mistakes harshly with their large, powerfull charges. Then again, if you manage to deal with/handle/master the charges, they are quite manageble. Still dangerous though!
You have inspired me to write tactica('s) again!
The Hunted