I would like to hear some nice combo's you guys made up wich are really devastating, I'll start the ball rolling(I didn't make these up myself, I got the 1st from Sebulba and the 2nd from the GW site). Combo 1: Movement: Move a unit of at least 3 Terradons behind an enemy unit you want dead(and wich isn't ItP). Magic: Cast "Doom & Darkness" on that unit with your Slann. Shooting: Shoot with your Salamander at the unit, if you inflict a casualty you cause a panic test at -3 Ld, if the unit fails, they flee in your Terradons Combo 2: Movement: Move EotG close to some enemy units(or in them). Magic: Use BA, and cast Cleansing Flare/ Drain Life with your Slann through the Priest. Hope people know some other combo's wich they used/read. Enjoy the topic, the-graven
its not necessarily a combo but i've seen another guy use a unit of 4 swarms and placed them in front of his EotG. the enemy gets into contact with the swarms and are caught for about 2 turns. but the EotG will be placed directly behind the swarms so you start blasting away with BA. it works pretty well, especially against daemons. crazy huh?
Go too GW's site then click on warhammer articles, then click on gaming articles, and click on "Lizardmen- sample army lists and tactics", then go to the 3rd page of the article(Alignment of Heavens) and there it stands beneath the subtitle"Tactic One: Puppet Master", hope you can find it
I think most have seen that before and mentioned it being illegal. It could have been with a previous version of the rulebook(during playtesting) where you could channel multiple spells. But it does make you take GW tactics with a grain of salt after seeing that
I know it is for this edition but that rule might have been changed during play testing of the 7th edition lizardmen codex. Each rulebook goes through iterations and changes when some rules/stats are under or over powered. So at one point you might have been able to channel other spells.
Heck, if you are going to channel any spell, just use your flying skink priest. You could fly that sucker anywhere within 24" of the Slann and unleash doom. Probably too good, so they wound up changing it to magic missiles only. Unfortunately, the rulebooks trump website and White Dwarf articles. You can typically find rules mistakes in any White Dwarf battle report.
There are tons of mistakes in the lizardmen tactics articles. My favorite is when they say the terradon's auto rally when they flee because of their "hit and run" special rule. You'll notice that that isn't the case.
You are completely right, they shouldn't. It doesn't really give you much faith in GW when they clearly don't know their own rules. The HE page used to say White Lion chariot riders get s6 because of their great weapons. Anybody home GW? Its only +1 strength if mounted. As mentioned, you will rarely find a battle report or tactics article where they haven't got at least one rule incorrect. Thats the problem I guess when you have guys more interested in a fun spectacle and a bit of a laugh writing rules for people more interested in clear rules and even tournament play.
WellI got 2 things to say about all the comments on tactic 2: 1: I'm not gonna use it in tournaments, only against my friends if they find it ok and not overpowered. 2: Maybe I should make a new topic called "GW read your own f*&@!^g rules"
Not exactly, you still have to roll a rally test. You are allowed to move if you make this test successfully, unlike other units. But there is nothing auto about it. Don't have the rulebooks in front of me so don't know the exact wording.
yes you are right, my mistake. they have to rally and then they can move, when i was fast reading i misred
Ok nobody is posting a combo so I'll try to make one up, but it's not much of a combo Movement: Move a unit of Skink Skirmishers within 6" of a high T monster. Magic: Cast Portrent of Far on that unit and also cast Second Sign of Amul as much as possible. Shooting: Shoot with the Skirmishers at the monster. Now an example: You move a unit of 12 Skirmishers within 6" so you can fire 2 shots each and poison. Now you cast PoF so you re-roll all 1s and another Priest cast SSoA and you get 2 re-rolls (average), now you shoot: 24 shots 4 6s, 4 1s, this means already 4 wounds and 4 re-rolls now add the other 2 of SSoA, this means 6 re-rolls wich results in 1 extra 6, that's 5 wounds (without armor saves). Saves differ per monster, some have a scaly skin, some no armor save, and some only a ward(at least I think Daemons only have a ward). Now your opponent has to choose, ignore them and get shot again, or charge them and then you've cunningly re-directed him
The same spell combo works well combined with a Saurus Oldblood wielding the Blade of Realities. Since each hit could mean an instant kill against his target, it is important he hit with all 5 attacks.
Run a Slann with Death Lore and a Saurus oldblood with jag charm and blade of realities (in 3000 + game) Slann casts doom and darkness on an elite unit or monster (reduces leadership by 3). Saurus flies in and makes them go pop with blade of realiities.
They mentioned in the FAQ that Blade of Realities always tests off the base leadership for the model, so Doom & Darkness won't have any effect. The upside is that items, nearby general, or other special rules like verminous valor won't give a bonus to the leadership tested.