8th Ed. Terradons why?

Discussion in 'Lizardmen Discussion' started by snake lover, Mar 3, 2011.

  1. snake lover
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    snake lover New Member

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    I'm have only been playing fantasy for a month or so and I chose Lizardmen which I feel was a good choice but whilst I was looking at the sites army list I can see that a lot of people were majorly promoting teradons, this may sound nooby but I can't see why are they good. They don't have great stats and I cant see much use in their special rules besides the drops rocks and you can only use that once a game. Am I missing something or are they not that good?
     
  2. Arli
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    Arli Moderator Staff Member

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    Vanguard move (12 inch move before first turn). Plus, a 20 inch march. You cannot charge if you go first, but if you go second you may. The other reason is Stomp. Terradons make excellent war machine hunters. However, I like chameleons better for that job.
     
  3. Rawhead
    Jungle Swarm

    Rawhead New Member

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    Charge 20" over the enemy, inflict d3 s4 hits per terradon in the unit, free reform to turn 180 and charge in from behind on the next turn with a stomp - whats not to love :)
     
  4. strewart
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    strewart Well-Known Member

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    some doesn't work on warmachine crew unfortunately... They aren't classed as infantry.

    Terradons do not need great stats, they are a support unit and a flier at that. Their role is to marchblock (harder in 8th..) and hunt things like lone characters and warmachines. After that, the drop rocks is good to get rid of a rank bonus, as is their javelin shots.
     
  5. Cobra7
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    Cobra7 Member

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    Plus don't underestimate Tiktak'to or whatever his name is. Re-enforments are great. Come in on the back table edge, move 10 inches and shoot at war machines on 5+ poisoned attacks. Also remember they have 2 wounds each and are -1 to shoot at em. I like to hide them in woods for another -1, and when I get tiktac'to, it'll be another -1. Kind of like Chamelions, with half the shots but lots more range and harrassing power.

    At the moment I have 14 of these guys, I want 19 plus the hero. Imagine 20 terradons coming on the board, shooting up a war machine and shoot 20 poisoned javlins, then next turn dropping 20-60 S4 rocks on a unit.

    I wont pull them out until I'm bringing them on the board. "Just a moment while I pull out a few terradons" then watch my opponents eyes get bigger as I keep setting more and more up. It'll be awsome.

    I would like to point out, that while they can be usefull, I see them more as a fun unit to play, not a cornerstone unit like chamelions. This might change after I get more experence playing them, however as I'm gearing up for tournament play, this might be a while.
     
  6. Arli
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    Arli Moderator Staff Member

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    Tiktaq'to does not poison on 5+ (that is Oxyotl). Tiktaq'to has master of the skies (the reserve rule). He is equiped with the mask of heavens (which gives an additional -1 to hit, a 6+ ward save and magic resistance of 1). He also has the blade of the ancient skies (no armor save posssibale against this weapon). Zwup (the terradon) has the killing blow rule after he drops rocks (to represent picking up a model and droping it).

    I agree with you on everthing else. I own 7 of these. I love running them. It's just fun.
     
  7. Cobra7
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    Cobra7 Member

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    Sorry, I meant they hit on 5+ (4 - 1 for moving, no long range) and have poisoned shots.
     
  8. rammramm
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    rammramm New Member

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    you mean -1 for long range and no penalty for moving. Javelins are quick to fire and so do not suffer penalties for moving and shooting. However javs do suffer -1 from long range.
     
  9. Cobra7
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    Cobra7 Member

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    No I didn't mean that one, you are correct.
     

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