8th Ed. Tehe or sallys?

Discussion in 'Lizardmen Tactics' started by tehe, Jan 17, 2011.

  1. tehe
    Jungle Swarm

    tehe New Member

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    i had a BRILLIANT 750 point battle the other night. i went for a hoard army and had just loads of core and my general, a scar vet on foot. it was something id never tried before but I loved it, my everyone did super well, lots of ratties were squished (skaven are my most common enemy) and my 2nd block of saurus won "man of the match". they got slowly ratling gunned down till there was only the command team and 1 guy left, and then they NEVER TOOK ANOTHER WOUND and those 4 saurus went on to win me the match :)

    so here was my army list, i focused on core and didnt do much with my hero...


    hero = scar vet on foot, halb, always stikes first, and light armour

    core = 19 saurus with spears and com team
    20 saurus with spears and com team
    14 skink skirmishers and brave (these guys took our the enemy warlord before he even saw battle)


    im super happy with my force, and want to build on it for my next 1k battle.

    im faced with a terrible choice though, i decided to upgrade the scar vet to an oldlood (he deserves it) and give im the frog tally for poison attacks. so he's allot more epensive and i dont have much room left.

    my choices are 1) add 2 sallys with 4 handlers each (my sallys never do well with only 3) id run em as 2 seperate units for manouverability, and then i have points left over to add 2 skinks in making em 16 skinks for 1004 points.

    OR 2) take tehe, miss the sallys, and add 3 skirmishers.

    tehe is a sudo character we have made, he's 150 points for a skink priest, lvl 2 wiz, with an extra spell from the plaque of tepok and the staff of the lost sun. he's got a backstory and his equipment never changed :)


    i dont know what to do, im leaning more towards the sallys cos Tehe might not even get any offensive spells. but sallys pluss my bad rolls = no fire and just dead skinks... but then again Tehe has no self preservaton and usualy blows himself up while he rains comets or chain lighning down on the enemy...


    any suggestions?
     
  2. novatomato
    Razordon

    novatomato Member

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    Before I make any statements I would like to know one thing.

    What is it that has given your Scar-Vet 'always strikes first'?
     
  3. Gor-rok
    Terradon

    Gor-rok Member

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    Did I read it right that your scar veteran had Always Strikes First and a halberd? Unless there's an item I don't know about, ASF comes from a magic weapon, and you can't use that and the halberd both.

    For your choices, there's another option you could go with: take the salamanders, keep your general a scar veteran, and take a regular skink priest. The basic Heavens spell is brilliant for helping your troops in combat or messing with a war machine, and +1 to dispel from a lvl 1 wizard is never bad.

    The only other thing I would suggest is not taking braves on your skirmisher units. The extra ballistic skill isn't worth the points, and they shouldn't be getting into combat so you won't need him for taking a challenge. You can free up a couple of points for your general or wizards items this way.

    Those are just a couple of thoughts. Try what you think is best, and let us know how it works out.
     
  4. tehe
    Jungle Swarm

    tehe New Member

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    sword of the hornet (in our house rules its fine to say, have a magical spear on a guy who technically has a halb and so on, aslong as we dont use more weapons from the treasures than the guy actually has, im not sure if id be allowed to field him with a halb and the sword in GW, but if they were that picky id just change to two hand weapons for the extra attack and have 1 of them as the hornet sword)

    ah yes, and also house rules decree that the attacks made from the hornet sword would be poisounous even tough its not "mundane"

    trust me, those are the things he has :) and in my circle of gamers its all good and fine, they do it too sometimes, scaven with a spear and shield, but magic sword that doubles wounds or something from the extras list
     
  5. tehe
    Jungle Swarm

    tehe New Member

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    hrm gor rok, personal pref there but i ave to disagree about braves not being worth it, maybe ive just had lucky braves but they pretty much always get their shot when the rest in the group are at like 50/50 hit chance.


    i never thought of taking a lesser priest than tehe, he is completely pimped out with 3 spells and a good weapon but it does cost allot, a lvl 1 wizard might not do me too well though, only 1+ on casting puts me off as i usualy have crap rolls

    not sure if i can do it tho, my scar vet was 119 points and i wanna maybe give him a bit more this time, in a 1k army thats only 250 points total that can be hero, which is why i thought id have to upgrade the vet to an oldblood if i wanted a wizard
     
  6. Gor-rok
    Terradon

    Gor-rok Member

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    If you guys have your own house rules then by all means go for magic weapon + halberd + Firefly Venom. It sounds killer, and if everyone is doing it you wouldn't want to be at a disadvantage. If you ever have to go by GW rules, though, you can't have an extra hand weapon + magic weapon either, so keep that in mind if you go to a tournament (page 173 of the big rulebook).

    If I understand correctly, Tehe is a level 2 skink priest with Plaque of Tepok and the Staff of Lost Sun. I'm not sure the staff is the way to go on a character with ballistic skill of only 3. He's normally needs 4+ to hit. -1 if you use multiple shots, and -1 if you're over 9" away, and you're hitting on 6's only. That's not counting any negatives from cover, skirmishers, or special items... But, if he's working for you, keep him.

    I don't usually have that much trouble with just a lvl 1 wizard at 1000 points, since I go for the signature spell and it's cheap to cast. I also usually take Rod of the Storm, and throw a bunch of dice at it once my opponent has wasted his DD getting rid of my other spell. With the rod, you want irresistible force, since IF on a bound spell only destroys the item, and it's one use only anyway.
     
  7. wolfmage
    Temple Guard

    wolfmage New Member

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    If you go for the extra skirmishers I'd recommend splitting them into two units as at 17-20 models the unit either becomes unwieldy or loses several shots.

    Also, especially against skaven, sallies are a pinnacle of greatness lob fire at units of densely packed rats and they flee like the lesser warmbloods they truly are.
     

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