7th Ed. Terradons

Discussion in 'Lizardmen Tactics' started by asrodrig, Nov 21, 2008.

  1. asrodrig
    Carnasaur

    asrodrig New Member

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    I have some questions about Terradons:
    First of all, about how many are recommended for a small army? I have 3 right now, should I get more?
    Second, are they lone figures, or are they in a unit, as though they are a form of cavalry?
    And third, the Skinks are listed to have javelins and hand weapons, yet the models have only javelins. What's up with that?
    And lastly, do the Skinks throw their javelins, like on the Stegadon?

    Thanks for any help you could give me.
     
  2. didleoman
    Chameleon Skink

    didleoman New Member

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    depending on the points totals it'd be anywhere between 3-4 models

    they fight as a unit but because of the wing span you can leave a bit separate but no further then an 1" apart

    them having only javelins is just how they made them... the profile in the book is the only thing you need concerning equipment

    they can throw their javelins if they aren't in close combat with the poison attacks still in effect
     
  3. kroxigor01
    Ripperdactil

    kroxigor01 Member

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    Terradons, along with all other Flying Units (not flying monsters, flying mounts or flying cavalry though) are skirmishers.
     
  4. Luukk
    Jungle Swarm

    Luukk New Member

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    3 terradons are enough to take out warmachines and light units, i mostly play with 3 or 5 terradons.
     
  5. Aparach
    Troglodon

    Aparach New Member

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    Never take more than 4 in a unit. They will never have a vital role in my armylists, just an ace up my sleeve to have a go for easy prey ;)
     
  6. Alesh
    Skink

    Alesh New Member

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    I disagree that more than 4 should not be taken. While expensive, I find 5 quite handy for crossfiring fleeing units.
     
  7. SohCahToa
    Kroxigor

    SohCahToa New Member

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    Not only that, but you would be suprised how effective a unit of 5 are as a flanking force when breaking an infantry unit in a combo charge.

    Not only that, but thanks to their hit and run you can send 5 into a flank, and then withdraw from combat. This normally will take off at least one rank bonus, which makes the unit easier prey.

    Besides Pegasus Knights, Terradons are the best fliers in the game. I always take at least two units of terradons, although my list relies more so upon fast units.
     
  8. Aparach
    Troglodon

    Aparach New Member

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    Hmm, actually never thought of Terradons in these ways, thanx SohCahToa! Think I'm gona go over some of my army lists to see if I can get a few terris in there after all

    Usually, I've used these guys as wizard and crew hunters, as well as a refused march unit.
    But giving them a higher unit strenght then five, I must admit was a clever alternative :)
     
  9. SohCahToa
    Kroxigor

    SohCahToa New Member

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    As an aside though, for our new players in the forum, I must note that, as a flying unit, Terradons do not negate rank bonuses. There ability in combat comes purely from the high amount of attacks which they can put out (and their ability to flee from the combat)
     
  10. asrodrig
    Carnasaur

    asrodrig New Member

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    So in a unit of Terradons, is there a Champion, Musician, and Standard Bearer?
     
  11. Barotok
    Terradon

    Barotok New Member

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    Terradons count as a skrimishing flyer unit. They are not allowed any sort of command except for a champion (skink brave). I have found champions, in the case of Terradons, to be a waste of points, however, there are certain situations where they could be considered an advantage.

    As far as taking a unit of five terradons, I have never been able to see the advantage, aside from survivability. Even at three attacks a piece, all but the largest infantry units will not provide enough frontage to get them all into combat forcing one or possibly two to the second rank. I've played with five before and I find I prefer to utilize 3-4 as they seem to be just as effective provided you protect them from enemy missile fire early on.

    Aside from strength of numbers, why exactly would you use 5? I am confused.
     
  12. Alesh
    Skink

    Alesh New Member

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    Units need a US5 to crossfire fleeing enemy units (destroy the unit when they flee into you). Because flyers have US1, you need 5 to get up to US5. Then, you can fly behind the enemy and when your hitters break the enemy in combat, they flee into the Terradons and are destroyed.
     
  13. Barotok
    Terradon

    Barotok New Member

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    Confounded, 7th edition rule. Totally forgot about that. Perhaps that will affect wether or not I use 5 Terradons in my future lists.
     
  14. doom_diver
    Cold One

    doom_diver New Member

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    I personally use them as a 4 but still who's going to pull of the charge after they leave?
     
  15. Nexus
    Skink

    Nexus New Member

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    I agree, isn't 5 one of the magic unit sizes, 1 more has to die for a panic test
     
  16. Te - Hekai
    Jungle Swarm

    Te - Hekai New Member

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    The rumour is that in the new army book terradons will become flying cavalry, meaning each one has a unit strength of two. So smaller units of three will become that much more useful :)
     

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