Thursday, December 16, 2010

Lizardmen Rare Options

The Lizardmen have 3 different options for the army. Ancient Stegadon, Razordons, and Salamanders. All three are ranged oriented but the Steg has the big punch of a chariot with extras. The hunting packs of Razordon and Salamanders can be fielded up to 3 per pack.

Start off with Razordons. Their ability is to shoot their spikes at the enemy from a distance of a nomial short distance. Their strength is when they are charged they get double the chances to hit by rolling twice with the artillery dice instead of the normal of one. On the downside, they use their BS to roll to hit after determining the number of shots fired. So half of the number of shots should hit but if you misfire you lose all the shots from that razordon. I have not taken them into battle in 8th ed, yet, though compared to the other units I believe this is the weakest. If there was not salamanders, I know I would still use razordons.

Ancient Stegadons are very nice still even if you dont take the Engine of the Gods. (I'll explain the Engine of the Gods later in Heroes) The duel Giant Blowpipes can blast can criple a unit of lightly armored troops. The Stegadons stubborn ability makes it a chariot on the charge and throws out its anchor. Besides its terrifying nature, extra scaly skin and extra howdah protection for the crew on top, an ancient time aged skin helps it stay alive. Cannons are the bane of Stegs just like any other monster in the warhammer world. I always say, "If the cannons are firing at your steg(or other monster) they ain't targeting anything else". Right or Wrong I still like taking a form of a steg onto the battlefield. The model is awesome, the psychological effect of them, and its a frickin dinosaur. Anybody who doesn't like a dinosaur is jealous, simply jealous.

Salamanders are the great, unless you are receiving fire from them. Being able to march and shoot, a flame template that melts metal and flesh, is an option that the razordons can not do. Though, their is no stand and shoot option unlike the razordon. One of the over powered traits of a salamander is when you wound a model the unit must take a panic test. I have had outstanding results using salamanders to the point of making the following statement. If you run more than one unit of them, you dont want to have any friends or opponents. I feel very strongly about this. Salamander are overpowered when their is more the a unit of the on the table unless you are playing over 3ooo points. Part of being overpowered is the new rules for monster and handlers. The other is the test for panic from a single wound. Also having more than one "breath" weapon use per game seems kinda unfair considering dragons and hydras only get to use their breath once per game. (salys can not use its breath in combat) Finally the point cost is too low for all of the special abilites, raise the point cost per salamander to fix them. If i played against anyone who ran two units of 3, I would give them the losest score on sportsmanship in a tournament. Everytime. Period. End of Story. Cheese. Big Ole' Stinky Moldy Cheese.

I normally run a unit of salamanders of 2 or 3 in a 2500 list. I use them as target bait for shooting and magic and also to take out knights or other high AS units. I also try to run some form of a steg. That is my opinion on the rares and I am going to try a unit of Razordons in the near future to see how they hold up in the 8th realm. Next up is the Lord choice for Lizardmen.

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