8th Ed. terradons.....flee, reform, move?

Discussion in 'Lizardmen Tactics' started by hado75, Apr 26, 2013.

  1. hado75
    Skink

    hado75 New Member

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    When reading some tactica i found this:

    Feigned Fleight/Swiftstride: The rules make fleeing awesome for Terradons. Since they FLEE on the best 2 of 3D6, unless their being charged by a cav unit with high movement, they should be able to avoid overruns most of the time (statistically at least). Then when they rally (Cold-blooded RULES), they can MOVE on the SAME TURN! You can bait the enemy into missing his charges, mess up his battles lines, and then turn around and fly 20" the other way.

    just to be sure....

    Is this correct?.......(I SO hope this is correct :) )
    What rule makes this possible?

    and....Is this true for all our skirmishers? (skinks, chamo's)

    thanks for clearing this for me

    grtz
     
  2. Arli
    Skink Priest

    Arli Moderator Staff Member

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    Yes, it's true. But only with Terradons. It is part of the fast cavalry rule.
     
  3. hado75
    Skink

    hado75 New Member

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    Nice!!!
    Thanks for the quick answer!
     

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