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PostPosted: Fri Jun 05, 2009 1:31 pm 
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Corporal
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I don't know them that well bu in all honesty, but saurus get 2 attacks basic correct?

so you have to weight up is a extra +1 save of hand weapon and shield better then the +10 attack while stationary from spears? Person i would go with a unit of 20 with hand weapons to start with.

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PostPosted: Fri Jun 05, 2009 4:05 pm 
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Prince
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Most people seem to prefer groups of about 15-20 Saurus. At that size they are big enough to hold their own, but Saurus hit hard enough that most people dont think they really need the extra CR.

In my experience, people seem to prefer the basic hand weapon option in most units, Saurus are no exception. On the other hand, Spears can be brutally effective when used right.

If it was me, I'd make two units of 10 to start off. Then when I got the extra 20 Saurus at a later time, I'd add a few to one of the units and create a third unit to make 15/15/10. For now, a unit of each would be a good way to start

Yes, Saurus get two attacks.


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PostPosted: Fri Jun 05, 2009 4:39 pm 
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Field Marshall
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Ok, ive finished the lizardmen army. I have done the angen of the gods, skinks with blow pipe, saurus with hand weapon, musician and banner, cold riders with spears without banner and musician and temple guard with musician and banner


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PostPosted: Fri Jun 05, 2009 5:17 pm 
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Prince
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Sounds like a good start.

Do you plan to use the extra Skink Chief from your Stegadon sprue for anything? If you have an extra small base, you should make him another hero. Give him the "Cloak of Feathers" He will be able to cover a lot of distance quickly that way and be perfect for funning down fleeing enemy units or harrassing Warmachines.


So, I'm guessing your army looks something like this?

Skink Priest on Ancient Stegadon w/EotG


20 Skink Skirmishers w/Blowpipe
20 Saurus Warriors (Musician, Banner)
8 Cold One Riders w/Spears
20 Temple Guard (Musician, Banner)


I dont know if this will help or not. But its something I want to do with a few of my Lizardmen models at some point. This would work well with Skinks, Saurus, and Temple Guard, especially if you did up your movement tray like a little pond.

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PostPosted: Fri Jun 05, 2009 6:42 pm 
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Field Marshall
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13 skinks and 10 temple guards


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PostPosted: Fri Jun 05, 2009 8:39 pm 
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Hi Guardian, thanks for that, you've given me an idea for my Nauticans ! :)

I'm not really sure how to base them, I was thinking sand and then, no normal grass because they will look odd if their sand on normal grass. Now I'm going to try them with small pools of waters beneath them as though it's fripping off. That's the idea anyway :)

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PostPosted: Fri Jun 05, 2009 9:06 pm 
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Prince
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Sigmar wrote:
Hi Guardian, thanks for that, you've given me an idea for my Nauticans ! :)

I'm not really sure how to base them, I was thinking sand and then, no normal grass because they will look odd if their sand on normal grass. Now I'm going to try them with small pools of waters beneath them as though it's fripping off. That's the idea anyway :)


I want to do a couple of regiments with the water bases. I figure that if I do a "earth" movement tray with a couple of cat tails or something along the edge, it will look a little bit like a pond. I've got all the stuff I need to do it, I just havent had much time to work on stuff lately.


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PostPosted: Mon Jul 20, 2009 4:44 pm 
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Field Marshall
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So back to the question) soon I will buy more lizardmen models) what’s better in a play against demons and vampire a slan or krog-gar?

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PostPosted: Mon Jul 20, 2009 5:11 pm 
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Prince
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STEAM wrote:
So back to the question) soon I will buy more lizardmen models) what’s better in a play against demons and vampire a slan or krog-gar?


I'd go with the Slann. The Slann packs a bit punch, and its going to leave you with more points to invest in other models (Like a unit of Temple Guard to protect the Slann). The Slann also has a higher Ld rating and therefore makes a better General for your army. Besides, the Slann has a lot of options for how to build the character.

Kroq-Gar on the other hand is going to be in the thick of things getting pounded. I prefer to use Kroq-Gar in larger games with 1-2 Slann. Its like the saying goes: "If the only tool you have is a hammer, everything starts looking like a nail." and Kroq-Gar is an REALLY big hammer.


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PostPosted: Wed Aug 05, 2009 9:30 pm 
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With the new book you should do all spears!


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 Post subject: Re: LIZARDMEN Slann Priest
PostPosted: Tue Oct 27, 2009 6:02 pm 
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Field Marshall
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Since there is such a post I tooth I would post this question and answer on it)
An age old debate, what are the best tactics for the Slann?

Some people like to make him a magic missile machine gun, others prefer to fire off some big spells using lots of dice. I like to do a bit of both, spells like steed of shadows and rule of burning iron can be used to great effect if used correctly, and it's always nice to get a big spell off...

So, how do you use yours?

Answer
This is a tricky question, becouse it deppend alot on your playing style.
I tend to use different tactics when choosing spells dependintg on which army I battle..
Usualy i think on three things when choosing spells.

Will I battle a force with high armor save: if so I will pick some spells from Lore of Metal. This gives me the defult spell and chances of rolling even better anti-armor spells.

Will I be met with a hail of arrows, pick Lore of Heavens for those lovly no-distance-limits Forked Lightning and Uranus Lightningbolt.

Will I need a bit of tactical help in manovering my units, pick some spells from Lore of Shadow.

I always consider the Steed of Shadow spell for my oldblood or scar-vet, for better usage of my champ, but spells like the Unseen Lurker can come in handy when my saurus block(s) have a long way to go.

I seldom take REMAIN IN PLAY spells, becous I realy like to use my slann to cas as many spells as possible.
If you can afford it, go by a plaq of tepok for that extra spell. It usualy is worth those 15 pts!

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