8th Ed. Watchtower Scenario and uneven points breakdowns.

Discussion in 'Lizardmen Tactics' started by Scalenex, Apr 24, 2012.

  1. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    So Im playing a map campaign. At the moment we are trying to conquer territories controlled by the Game Master's many little armies. At some point we are going to have fight the other players. In most case, unless someone's capital is under attack, an invasion is played as a watchtower scenario with defender starting in control of the Watchtower.

    I've lost both Watchtower scenarios I've played outside of the game. My two closest neighbors are a Warriors of Chaos Player and a Beasts of Chaos player. The Beastmen player is more likely to butt heads with me, but the Chaos player is very good. Also if the Beastmen attack me I can bribe the Ogre player to attack the Beastmen's realm.

    What units should I focus on building to prepare for the Watchtower scenario? Is it better to plunk down 20 Saurus or 20 Javelin Skinks in your tower to stall attackers while you main force gets there? Is a Temple Guard block with Banner of Eternal Flame the best thing we have for taking Watchtowers?

    Also we only get a back a fraction of slain troops in subequent campaign rounds and any troops you have that walk off the edge of the table can automatically come back next round. In a worst case scenario and my realms get invader by a somewhat larger army, how could I could go about using Rope-a-Dope? Basically, I want to knock out some enemies and then runaway before they can wipe out my army, then the next battle will be more in favor and so on and so forth until the army points are more favorable. I'm thinking Salamanders, Chamo Skinks, and Lore or Light or Fire followed by running away before close combat.
     
  2. bobhope99
    Skink

    bobhope99 New Member

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    Multiple units of skinks should be able to hold the watch tower for the whole game without to much trouble. Park your slann in the building and they should almost never flee out and very few units can do 20 wounds with 10 guys. On your turn move that unit out and move another in, rinse repeat. Even skirm units work fine for this and either way the units that move out should join in the shooting fest at whatever is trying to take the building. even a ten man skirm javalin unit gets 10 shots, 10 stand and shoot attacks, 10 attacks. If he sends a deathstar at the tower just abandon it to them and eat the support elements of his army. As for removing enemy units from towers terradons are surprisingly good for this, just fly over, drop rocks on the unit inside and then proceed to shoot them and keep his other units from getting in the building. Hope this helps, best of luck in your campaign.
     

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