Dont get mad at me mods , but this thread should be stickied, I noticed the others falling behind in the thread...and it was all cluttered! So First... Core troops Skink Skirmishers (thanks to CELTICFIRE!!!!) Role Screen - Deploy them in front of your battle line and have them absorb any Shooting and Magic. Harassment - Deploy them on the flanks of your army and let have them pick off people from there. Moving them into terrain is useful for the protection it offers. From this point they may also become a screen or a redirector. Redirection - This role is better suited for Ranked Skinks but can be done by Skirmishers as well. Deploy the closest visible Skink at the angle which you want to redirect the enemy unit. This can happen later in the game if you first use them as harassers. (and Revered_Guardians addition-The Skink trap!) ------------Giant -----------Skinks Skinks -------------Skinks The skinks are in a tight position, out of range for the most part, one unit moves up and fires at the giant, but only scores a few wounds...The giant charges the skinks, who flee, leaving the other 2 squads to have double shots at close range, without even moving....slaying the beast -------Giant Skinks------skinks --------Skinks Unit Size 10 - This size will work well for all roles. 12 - This also pretty common. This is mostly used if extra points are available as it makes the unit a bit bigger and more survivable. Also the boxes give you multiples of 12 so it ensures you use all the models purchased. (strewart) 13 - For 7 pts more you can make the unit take one more death before taking a panic test which is good. This size gives sturdiness to your unit.(Dumbledore) Pros -1 To Hit while being shot Ignore difficult terrain Blowpipes Loose formation Poison Cons No rank bonus Loose formation Average BS More expensive than Ranked Skinks Low Ld Upgrades Brave – Typically not worth it to have one attack at a slightly increased BS. Skink Skirmishers will usually require a 6+ To Hit enemies due to movement, range and Multi-Shot penalties and so rely on Poison to kill. This negates the need for a +1 BS. It is easy to forget about this guy as the battle progresses. I myself have forgotten every time I try. Javelins and Shields - This is really personal preference: you can decrease your range to 8" and lose the Multi-Shot in order to lose the -1 penalty to Moving and Shooting and Long Range. The Basics Skirmishing - First, Skirmishers have a -1 to being shot, which is good as they have Ld 6. Second, and more importantly, they ignore difficult terrain. They depend on using terrain for hiding and surviving. Third, they do not use Movement to wheel, turn or any other positional changes. They can move their full movement in any direction or pattern, as long as they don’t exceed their Movement range. Fourth, they need only be within 1” of another model in their unit. This allows them to stretch into a long line, huddle into oddly shaped terrain, or even form a horse-shoe around an enemy unit to stay out of charge range. This also makes it harder to position them for redirecting. I would suggest that you practice trying to set up the redirection a number of times before actually doing it in battle. Of course, if there is a battle that is geared for learning, then I couldn't think of a better time. They are also 2 points more each than Ranked Skinks, who are easier to use for redirection. Blowpipes – Due to their longer range and their Multi-Shot, they are the perfect tool for taking out large amounts of low armor troops. With Poison they can take out high toughness enemies as well. Unfortunately, with only BS 3 they will almost always require 6s to hit. Targets Low armor targets High Toughness targets with low armor ie:giants, Ogres, and the like Fast Cavalry-these normally have a low armor save and can foul up your important Sarus if they hit in the flanks Things To Avoid you should not find yourself in combat often. You should be fleeing most charges, or Standing and Shooting to try to make athe enemy take a panic test. High armor save Units like Knights of Chaos, Chosen, Grail Kights. you will do nothing to these units. (Barotok) Saurus Warriors (snowy!) The backbone of the Lizardmen army and the second-most elite core infantry in Warhammer Fantasy. Upgrades: Spears - Spears cost 1 point per model. Spears allow the models to attack in two ranks, when they have not moved that turn. Since Saurus Warriors have two attacks each, this gives you the potential for a massive amount of attacks. For example, if a unit of 10 Saurus Warrior in two ranks of five fight an enemy, they have a total of 20 attacks. (2 Attacks X 5 models in Rank 1) + (2 Attacks X 5 models in Rank 2) = 20 Attacks The Spear is also listed as “additional equipment”. This means if you take this upgrade, you still also have the Hand Weapon. This gives you the strategic choice of whether to use Spears or Hand Weapons in combat. Spears obviously give you a great number of attacks. Hand Weapons will give you an additional +1 Armor Save in close combat with your Shield. Champion – The Champion upgrade costs 12 points. The only statistical bonus of the Champion is an additional attack. The other advantage of a Champion is that they may accept and initiate Challenges. This can be useful if you are protecting a Character in the unit from Challenges. Most players will recommend against a Champion unless you are specifically using it to protect a Character. The reason is this: 1 Champion for 24 pts: 3 Attacks, 1 Wound, 1 Unit Strength 2 Saurus Warrior for 24 pts: 4 Attacks, 2 Wound, 2 Unit Strength The same amount of points in two Saurus Warriors instead of one Champion will net you +1 Attack, +1 Wound and +1 Unit Strength. Musician – Cheap. Unless you are very crunched for points, this can be a handy piece. Musicians aren’t terribly powerful, but for the scant points they can make your opponent take a Break test if you tie in combat resolution. And while it really shouldn’t be necessary, the +1 bonus to Rallying attempts is simple icing on the cake. Often a Musician will be taken simply to counter an opponent's Musician in the case of a tie. Standard – Very worthwhile. Combat Resolution is a huge part of close combat, and that is exactly where your Saurus Warriors are going to be spending their time. Most every Saurus Warrior unit can benefit from a Standard. Unit Size: 10 Saurus Warriors are required for a unit and the most frequent unit sizes are as follows: 10 – 5 models per rank, 2 ranks. This provides a 125mm front with 20 attacks (assuming spears) and is as cheap as Saurus Warriors come. This provides +1 Combat Resolution due to the second rank. 12 – 6 models per rank, 2 ranks. This provides a very large line at 150mm with a potential of 24 attacks (assuming spears). This unit is going to have a harder time maneuvering than its 5 model wide brother. However, it is also going to be a great stopping block if you are trying to protect units behind it. This provides +1 Combat Resolution due to the second rank. 15 – 5 models per rank, 3 ranks. Same as 10 except a total of +2 Combat Resolution with the additional rank bonus. The major bonus of this unit is that if you take wounds (especially getting to close combat) you will still have two full ranks to fight with. This maintains your 20 attacks. 18 – 6 models per rank, 3 ranks. Same as 12 except a total of +2 Combat Resolution with the additional rank bonus. The major bonus of this unit is that if you take wounds (especially getting to close combat) you will still have two full ranks to fight with. This maintains your 24 attacks. 20 - 5 models per rank, 4 ranks. This provides the maximum total +3 Rank bonus to Combat Resolution. The benefits are very similar to the 15 model unit. Many opposing units will be 20 models in size, allowing this particular unit to not be outnumbered. Units larger than this are not terribly common. It is often better to split a very large unit of Saurus Warriors into two smaller units. Saurus Warriors tend to have great survivability which counters the need to take a massive unit. In addition, the more front ranks you provide, the more attacks you will be able to make. Uses: The Saurus Warrior units form the primary beef of your army. In the very common Hammer and Anvil approach, a Saurus Warrior unit serves as an excellent Anvil. They have good Toughness and Armor and many attacks back. What makes them exceptional at this role is their 8 Leadership combined with Cold Blooded. These ferocious dinosaurs will hold in combat for a very, very long time. Due to the traits listed above, Saurus Warrior units also make excellent charge recipients. Their slow speed means they usually won’t get a charge in. However, you can set them up to receive a charge and they most likely will still be around afterward to bog that enemy unit down. This allows our potent hitters (see Stegadons or Cold One Riders) to have free range of the battlefield and wreck havoc. While difficult due to their limited mobility, a small unit of Saurus Warriors also make excellent flankers. Their massive amount of Strength 4 attacks combined with the ability to remove rank bonus means they will grind through enemy units very quickly. Things to Be Wary Of: A Saurus Warriors weakest link in close combat is their very mediocre Weapon Skill of 3. Usually their high volume of attacks helps to compensate, but against elite infantry this can be a large handicap. Saurus Warriors excel at holding out, make sure you have something nearby to make the final kill. With an Initiative of 1, you will always be attacking last (unless you manage a lucky charge). This usually isn’t a major issue due to the great survivability of the Saurus Warrior. However, be very conscious of this fact when fighting very high damage enemies. If you are in combat against a high Strength enemy with multiple attacks, you have to remember that each Saurus Warrior he kills does not get to attack back when it is finally their turn. Again, the answer to this issue is typically to have those Saurus Warriors hold the enemy still while you bring in a strong flank to wipe them out. Pit of Shades. If this spell is ever attempted against your Saurus Warriors, do whatever it takes to dispel it. Our Initiative of 1 means many, many deaths. Strategies: From Lounge_Lizard - I personally use mine in 18 large blocks, with a Scar-Vet on Cold One and a frontage of 5 (granting full +3 Rank bonus). The unit gains Fear and 2 Unit Strength but is subject to Stupidity. The Scar-Vet dishes out 6 attacks (Sword of Battle + Maiming Shield or Scimitar of the Sun Resplendent) while maintaining 1+ Armor Save. Needless to say this makes a VERY scary looking anvil. Spears Vs. Hand Weapons Spears provide the ability to fight from two Ranks when the unit is stationary. Hand Weapons provide an extra +1 Armor Save in Close Combat. Spears give the ability to win Combat Resolution from Wound generation, while sacrificing survivability. This means you will see a wider range of results. Hand Weapon and Shield users will see a smaller range of results in combat. However, they won't do better than Spears until being charged by narrow frontage units (monsters, characters, etc) or extremely high armored units (Chaos Knights). Hand Weapons will increase your survivability of course. This is most important when fighting extremely elite close combat enemies. The more elite the enemy, the more dramatic the survivability difference between Spears and Hand Weapons. The following information was provided by Caneghem. For this data, the Saurus Warriors are assumed to have been charged. Losses from striking second are calculated. Caneghem also includes some excellent commentary http://www.lustria-online.com/viewtopic.php?f=15&t=1819&p=14519#p14519 FAQ: 1) Can Saurus Warriors assembled with Spears still be fielded as if they just had Hand Weapon, taking WYSIWIG into account? If you are playing in a strict tournament, then technically this wouldn't be ok. What You See Is What You Get would demand the Spear upgrade. You could still use them as Hand Weapon + Shield (as was discussed above), but you'd still need to technically purchase the Spear upgrade. Now, if you are playing with friends or in any non-tournament setting, it should be just fine. I'd make a note of telling your opponent before battle (same as anything else that doesn't match WYSIWYG). More to be added when I find the saurus and skink cohort/swarms tacticas, now on to the rest!
Special! Cold one cavalry-Baratok! Classified as heavy cavalry in the warhammer world, Cold One Cavalry are among the hardest hitting MV7 cavalry in the game. Upgrades: Unit Champion - Unit Champions for Cold One Cavalry are on the expensive side as far as champions go. Typically, the points spent to purchase one do not outweigh the advantage of the extra attack the model gains by becoming one. Despite this fact, they still are seen on the battlefield especially when a large unit of COC is fielded. Champions are generally only used to maximize the units damage out put across its frontage (since damage is the primary means of combat resolution) or for character protection should the unit be fielded with a Scar Veteran or Old Blood. Musician - Adding a musician to a unit of Cold One Cavalry is seen as not entirely necessary, although their potential utility can be greater than a unit champion, given the points cost. In small flanking units, a musician is not typically used. While in larger units, they offer the advantage of an extra combat resolution (or insuring the COC doesn't loose to infantry in the case of a tie), and of course the rally check bonus. With the high leadership of the Sarus riders, this typically isn't needed. Standard Bearer - Out of all the command models available to the Cold One Cavalry, the Standard Bearer is probably the most commonly seen. Due to the fact that the standard bearer may take a magic standard, this allows the unit access to a number of magic standards that give the unit extra threat, protection and utility for their role on the battlefield. While still expensive points wise, it is recommended to have the first upgrade to the unit be a standard bearer. Also, if there are available points, during army construction a magic standard is an excellent choice as it affords the unit a number of extra benefits outlined below. Cold One Cavalry Common Magic Standards: Sun Standard of Chotec - The Sun Standard of Chotec is invaluable in helping deliver the Cold One Cavalry into combat with minimal casualties from missile fire. For the purposes of shooting this banner allows COC to be much more difficult to hit and acts as a shooting deterent in most cases. As the unit gets closer to the source of the shooting it becomes increasingly more difficult to hit as well. The only downside to the banner is simply that it has no effect on template based weapons or cannons. Only weapons that use a ballistic skill can be prevented. Because of this, the usage of the standard is dependednt on wether or not the cost of the standard benefits the unit enough to justify taking it. Huanchi's Blessed Totem - This standard is an excellent choice for all-around lists who don't know wether or not they will be facing a significant amount of shooting or want to get an added threat of additional charge distance. It is also significantly cheaper than SSoC making it a solid choice and giving the Cold One Cavalry a potential 20" charge. The trick is that it is one use only which is a potential downside but does help in getting the extra distance to make it into combat. Any player who takes this standard should not count on it getting them into combat because not enough inches can be rolled thereby failing the charge as normal. It's use also must be declared with the charge and adds another random element to the units movement. Coupled with Stupidity this proves too unreliable for some serious players who will steer clear of the this totem or the COC altogether. Jaguar Standard - The Jaguar Standard has a possibility of being a viable banner for Cold One Cavalry although slower infantry units seem to benefit much more from it. The extra distance in pursuing means that even cavalry have a decent shot at being run down. Once again, using this banner elsewhere can provide greater benefit. War Banner - We can't forget about the ever so popular War Banner. This is a great generic, take-all-comers, banner because its additional SCR allows large units of Cold One Cavalry to get a much needed break test for the enemy. Even smaller units can benefit from it provided that it isn't already in use somewhere else in the army. Unit Strengths: Charging - Because of the way Cold One Cavalry are equipped as a unit, their primary advantage is on the charge. The extra strength afforded them on the turn they charge means that it is always better to charge than to be charged. With their multiple attacks across a relatively small frontage, this can produce devastating casualties which can win combats outright even when charging directly into the front of some enemy infantry. Their movement rate is also comparable to similar units in its class which affords them solid manueuverabilty on the charge and providing the longest range charge threat in the LM army (second only to terradons). Damage/Frontage - Cold One Cavalry fight with the ferocity seen in ranked units of Sarus with the added benefit of the Cold One they are riding's savage attacks. A unit of six COC with a champion produces 13 attacks at STR 5 (on the charge) coupled with 6 additional attacks at STR 4 from the Cold Ones. What the riders don't kill on the charge, the Cold Ones will. There are not many cavalry units in the warhammer world that can provide this much potential damage on the charge. I would contend though that while the Sarus riders are indeed very powerful, it's the Cold Ones that really provide the benefit. Typical mounts strike at WS3 and STR3. The extra strength form the Cold Ones is usually what tips the scales in the favor of the COC. Psychology - Ferocious raptor like beings that are ridden by more ferocious raptor like beings have a tendancy to cause fear in most troops. With the advantage of being immune to fear themselves, Cold One Cavalry can maximize this advantage against low leadership troop types and armies. When properly utilized, this alone can have devastating effects. In most cases, charge targets that are already out numbered by the COC are not worth charging, as the unit's strength can be better maximized by hitter bigger and tougher targets. Maneuverability - Smaller units of Cold One Cavalry have the ability to maneuver just as well as any other heavy cavalry putting them on par with the best in most cases. As compared to the rest of the LM army, these riders are amoungst the fastest troops the Lizardmen have to offer. While skinks, Kroxigors and Stegadons are very close bringing the average maneuverabilty of LM troops way up, COC are only second to terradons in the speed department. This gives them slightly more protection from shooting, the ability to charge from further away and the ability to wheel just a little more to squeeze into or out of a tight space. Thick Skinned - Cold One Cavalry enjoy an additional +1 to their armor save for being mounted on the thick skinned Cold Ones. This puts increases their survivability and cements their position in the heavy cavalry category. Unit Weaknesses: Stupidity - This is typically the biggest single concern associated with Cold One Cavalry. The Cold Ones themselves have a tendancy (10.5% chance) to become inexplicably confused and befuddled cause them to wander forward 3.5" and do nothing usefull for a turn. Sarus leadership helps keep this to a minimum (an average of one failure over the course of about 1.5 games) any LM player who has played for any amount of time will have a story when the Cold Ones lost the game because they forgot where they were or what they were doing. One tactic used, especially when using COC as a flanker is to get the unit within 3" of its intended charge target insuring a charge wether or not the Stupidity test is passed or failed. Points Cost - The large sum of points that every Cold One Cavalry model is worth makes them a tantalizing target for destruction from an enemy's perspective. Any LM army that fields these units exposes a weak spot during the shooting phase until the COC are delivered into combat. Usually they need to be screened or avoid certain areas of the table in order to remain survivable and function correctly. The biggest problem is that a single wound to the unit dramatically reduces its combat prowress and also is a large loss in points to the LM player. Vulerability to High Strength Shooting - Because of their high points cost, Cold One Cavalry are frequently targeted by an enemy's high strength shooting, should they field any. Bolt throwers through the flank can be particularly painful as despite their armor save, an expensive unit can be wiped out with one or two shots. COC seem to survive longer when they are supported by the appropriate units who in turn can effectively reduce or eliminate these threats. Terradons work very well in tandem with COC to eliminate sources of shooting that may be targetting your heavy cavalry. Typical Unit Builds: Bare Bones - Five Cold One Cavalry is actually quite effective and works very well in smaller games. They also can serve as a small fast flanking unit in larger games where they can avoid shooting. While still very effective, this unit doesn't have all of the bells and whistles that the larger more expensive units have. If you're unsure of how to play COC correctly, I would recommend using a unit like this to learn how to effectively utilize them. This will minimize loss from points should make an error. Bare Bones with Standard - Although not as common as some of the other builds, running 5 Cold One Cavalry eqiupped with a magic standard (typically Huanchi's) can also be found. These units are more expensive than a regular bare bones unit, but benefit from having what ever benefit the standard confers. Compared to other COC builds, this unit puts more points into a small unit where survivability can come into question. Sometime this build sees a sarus character join it as well. Extra Riders - This type of unit is usually the most popular in larger games where the general has more points to invest. The size is increased by one to two riders to accomplish one of two purposes. First the extra riders can be placed in the back rank and used to 'soak' shooting. This allows the COC to get to its target under fire without falling below an effective unit size to accomplish its task. The second reason is to expand the frontage from five riders wide, to six riders. This makes the unit more difficult to manuever but does provide more attacks across a wider frontage to maximize damage output. Newer players should avoid expanding frontage until they've mastered maneuvering the COC properly. I struggle to understand expanding frontage with out investing in command models or adding a character. Expanding frontage makes it more difficult to take a flank but increases your effectiveness of a frontal charge against infantry. It seems more logical to only to expand frontage with a large unit that has command whose purpose is to challenge infantry with a direct frontal charge. Full Strength - This is the most expensive type of Cold One Cavalry unit typically seen. It uses 6-8 riders and carrys a full set of command models. A magic standard is usually carried for the unit (typically SSC or HBT depending on the situation) and sometimes a dangerous Scar Veteran adds even more threat to the unit. This type of COC represents a very significant points investment and is sure to draw enemy fire quickly. If the enemy does not rely on shooting, count on facing serious opposition and difficulty in attempting to hit your intended target for this crushing monster, as a skilled player will easily recognize the damage potential and threat the unit represents. One can expect to find at least one of these types of units in a Kroq'Gar army while there appearance elsewhere is somewhat more uncommon depending on the player preference. While large units of COC are flexible enough to soak a bit of shooting or expand their frontage to maximize attacks, their targets are generally large dangerous enemy infantry blocks. A large unit slices through these with ease and if given the opportunity can roll an enemy flank on its own. Newer LM generals may find it easier to reduce the points cost of the unit when learning to use COC, but a large unit will often times offer the the newer player a chance to get them into close combat to witness the devastating effects despite any mistakes in movement or deployement. Other Types & Builds - Admittedly there are other ways to configure a unit of Cold One Cavalry, if you feel that a popular one has been overlooked, post here and I'll consider adding it. Including logical reasons for your decisions and what tactical role the unit serves on the battlefield will greatly increase the chances of it going into the tactica. Example Damage Potential: Below is a chart which exhibits the damage potential of a unit of Cold One Cavalry along with the addition of a Sarus Scar Veteran. 5 Cold One Cavalry Full Command (225) Sarus Scar Veteran Scimitar of the Sun Resplendent (163)
Heroes and lords! Scar-Vet (thanks celtic!) The scar-vet is the lizardmen choice for a combat hero. He is one of the best heroes at this point in Warhammer with his 4 attacks, where most only have 3. He also makes a good BSB as he has a good AS. All builds are assumed to have Light armor and a shield unless it is stated otherwise Builds Foot JSOD-Jaguar Saurus of Death Strengths flying str 7 Weakness average armor save champions bound item This build giving the Scar-Vet a GW and the Jaguar charm as well as light armor and shield. The shield is mainly for the extra save against ranged attacks. This build allows him to go mage hunting, or take out War Machines. It also makes it possible for him to charge into combat on his own challenge a character and on the next turn fly out. With the str 7 attacks the JSOD can hunt chariots with impunity. Unfortunately they only have an average armor save of 3+, with a str 5 hit this boy only has a 5+ armor save. He is only a hero and only has 2 wounds, as you will be challenging people a lot if you don't kill your enemy in 1 turn, he may start wounding you pretty bad. Avoid units with characters and champions in the same unit! The champion can take the challenge and then you are in trouble. You did not get the right guy that you came for and you may not be able to get enough combat res to hold. Another thing to note is that this setup will not work without a little bit of magic. The Jaguar charm is a bound item and can easily be dispelled if not thrown in with other magic. Troop killer Strengths 6 attacks medium armor save troops Weakness average armor save high armor save troops The magic item in question here is the Scimitar of the Sun Resplendent. This gives your hero 6 attacks at str 5. This makes the Scar-vet a wonder for killing most core and special troop choices. You will want to place him in a large unit of Saurus and have this guy rack up the points for combat res. if possible set this unit across from a lot of medium infantry, around 4+ AS is a good place for you to target, because the 4+ becomes a 6+ which he is more likely than not to fail. As with the JSOD the build also suffers from the 4+ armor save. So you want to be careful of the very high quality troops that can inflict high Str attacks. Basic BSB Strengths Good saves cheap Weakness Less killing power This build involves spending all you magic item points on defensive items; the enchanted shield, and the Glyph necklace then making him a BSB. This makes your BSB neigh impossible to kill (but remember you are rolling dice). This saurus has a 1+ armor save and a 5+ ward save. Set this Scar-vet in the middle of a good block of troops and then in the middle of you battle line and watch most troops wash off this unit. You get a re-roll able, cold-blooded break test. When I say less killing power I mean in respect to a saurus. They still are one of the best killers in the Warhammer world. All-Comers Killer Strengths good armor save good power weakness not many Equip your scar-vet with the burning blade, the enchanted shield and the glyph necklace. Sound a lot like the Basic BSB? It is, but the reason you don't want to make this character a BSB is because then he becomes a bigger target. as it is you have already spent all the item points, so have made him as expensive as he can get, if you make him a bigger target you risk running putting a sign on his head that says "100 VP here" especially against armies that have things like assassins. Tank Strengths toughness 6 causes fear possible 1+ AS Weaknesses stupid So, give this guy the Hide of the Cold One, and either an additional hand weapon, or a GW, that way you can tailor you list to make it a heavy troop killer or light troop killer. The Hide makes it possible to stand up to a lot of punishment. T6 is hard to get through and even if they do, then you still have a possible 1+ save is you went with a hw/shield at the beginning of combat. You want to stick this guy in a big block of Saurus and have it act as a anvil. Poisonous Killer Stregths Double wounds poison Weaknesses Average armor save I just discovered this build this weekend during a tourny. It worked very well at killing characters especially the lighter armored ones. the ability to have sixes turn into double wounds was too good to pass up when makin my list and this build preformed very well. make sure that you can get the charge when entering challenges, otherwise your average armor save will fail you and you will be out a character. this guy helps support smaller units of saurus and keep away pesky heros. make sure not to line this guy up against a heavy hitting character like an ogre Tyrant or , a chaos lord or a bloodchrusher. these guys can out hit you and wipe out your 3+ armor save. Mounted A character mounted on a Cold One has many advantages; they can move 7” which is one of the fastest things in the Lizardmen list. They also cause fear and give their rider a +2 AS due to the thick-skinned rule. Unfortunately they suffer from stupidity, but you should pass this test about 90% of the time. Assume that each of the following lists include Cold ones, and have all of the Strengths and weaknesses. They will not be repeated. Basic strategies with these are to either put one in a unit of CoR that is knitted out to be a full-flrged hammer unit. The other is to put one in a unit of Saurus warriors to make them immune to fear. Hellbreaker’s Scar-vet Strengths 0+save ASF Weaknesses "Only" S5 Equip this guy with the Sword of the Hornet for ASF and give him the enchanted shield to get down to that 0+ AS. He works well alone and I prove that as he have gone foot to foot with Khorne heroes(Mortals) and even Units of bloodletters and kept a good steady fight for several rounds of combat. He's fairly cheap too and his greatest strength is his sword, the sword of the hornet which gives him Always strike first, it's self-explanatory of what it does... ASF is gold to a Lizard due to their relatively low initiative, even though he does have an I3 base you want that ASF, having to roll and possibly striking after Empire state troops is not the most fun of things. AS mentioned before this guy can work well alone, but on higher points values you want a unit for him. Preferably Cold one riders. It does bring the unit to an expensive bunch but they will crush everything they touch, even if they go without the charge(See the hero). If not destroy they will break most about anything except daemons and undead... And of course unbreakable units. Or if the opponent rolls snake eyes on the break test. Deploy the unit on the flank and march forward, preferably on the other side of the table where flank charges aren't present to give them a clear march. If there is flank marchers, ignore them and pounce forward onto your original target. Keep a smaller unit of skinks or saurus to deal with the flankers when they get to your side.(This build curtsey of Hellbreaker, is included for completeness sake) Basic Mounted(Carlo Max) Strengths good troop killer Str 6 5 attacks 1+ AS Weaknesses not many This build is composed of the Sword of Might and the Maiming shield. This gives the Scar-vet 5 Str 6 attacks. This will tear though most things whether it is troops or characters. It is a very generic build with no real flare, but most times simple things work best. You will hit most times on 3’s and wound most on 2’s. Because the maiming shield actually counts as a shield in addition to giving +1 attacks it allows you to have a 1+ AS, which is going to be sufficient in most cases. Because this is a basic build, try to follow the basic strategies outlined above. Assassin Strengths double wounds fast not reliant on magic good AS weaknesses average troop killing power Str 5 Give this guy a piranha blade and an enchanted shield. This makes it possible to kill heroes even if you only inflict one wound. This build fill much the same role as a JSOD, but it is not reliant on magic to move a guy around. This means that the gut will not move as fast as the “flyer, but you do not have to worry about your opponent dispelling your flight.” Again, this guy only has str 5 and most troops are only 1 wound models, so try to maximize this guy’s potential by always challenging, and trying to keep out of rank and file fights. A good way to move this guy around is to keep moving him from unit to unit to avoid shooting and finally charge him out of a unit to take out characters. And then follow up with the unit you just came up out of in the next turn. Be careful, this can be risky as lone characters were not meant to take out entire units, make sure to maximize your Static res when using this method. (more to be added once more people add )
He copied it from other threads in the index actually.. Its a compilation of what we have done so far.
well, It's really only units, Im going fo a kinda UnderEmpire Unit breakdown, all in one thread so that we dont have to do linkies (If you want, just add it to the already pinned thread )