Checked the index in the rulebook, terradons are monstrous cav, so they get a stomp attack. An extra strength 4 hit automatically means they will be a little bit better in combat against light units and somewhat mitigates their loss of things to do. Will also make them good for finishing off warmachine crew and other small units. I still can't figure out exactly what formation they'd be in. The rules for flyers say they are all skrimished units, but flying cav says they are exactly like fast cav.
I believe they move in a Skirmisher like formation. If a unit doesn't have the Skirmisher rule it moves like a normal unit. If it does have the Skirmisher rule it moves like a Skirmishing unit. You do not get to choose to not use the Skirmish formation because it is a Skirmishing unit. Make sure you model those Terradons so they fit 1/2 inch apart now > < Don't forget they also get Vanguard now.
Thats fine, but how the heck am I supposed to model them so that they can rank up to charge or receive a charge?
2 things can help... Don't spread the wings so wide. Model them at different heights so the wings go over/under the one next to it.
and what good is it? as all flyers can fly threw wood easaly , and now they can see threw that would so only about 1" is lost if they stop theyr movement at begining of the forest. i dont see any advatage of vanguard
You don't see any advantage to a free 12" move at the start of the game? I think you are thinking of a different rule.
I was playing them ranked for first two games, then reread it. They do in fact skirmish but have the benefits of being fast cav - fast cav isnt a formation its a list of benefits as such. Had to reread it to realise though, 7th ed hangover. D
The Vangaurd move is awesome. This is a very threatening move for your opponent. I have used it one time over ther weekend. Granted, I did not get to charge the first turn (I was fighting DE and chose to drop rocks on them before charging). It did work out and allow me to drop my rocks in my first turn (I went second of course). Gone are the days of putting a skink chief on a terradon with them though. When he joins the unit, they loose the Fast Cav rule (chief rules do not state that he has it). In a higher point game, this may make Tiqtakto more playable (although, I do not like him for the points).
They get the vanguard move, -1 to hit, S4 stomp attacks, can march and fire with no penalty (javelins, quick to fire), can still march 20'' overall terradons arent looking too bad, can still use 3d6 taking the highest two to flee/pursue even though they have to use their ground movement value in that case =/
It's actually not a big deal that they flee/pursue on the ground, because those are just 2d6 or 3d6 (drop lowest). You don't add your movement value to flee/pursue. Vanguard combined with -1 to hit with shooting means these guys will be able to "get their rocks off" very early and then start charging and stomping war machines. I wouldn't drop rocks on warmachines anymore, since you will probably not do too much damage. I'd hit up enemy fast cav and shooting units to help win the support battle, then charge warmachines and other small units and stomp them into the ground. They might not auto destroy fleeing units anymore, but they will sure teleport them a long way if your formation is designed to do so. The dangerous terrain tests they take fleeing through the terradons mght also put them below 25% strength, which is about as good as auto-destroying them.
I am prety sure that the Fast Cav ans well as the drop rocks rules, belong to the terradons, and not their riders...?
Oh man, that is an awesome point. One sec while I look it up. You are absolutely right, N8! Awesome observation. Would Make Skink chiefs much more valuable