|
Post by Arguleon Veq on Jul 20, 2009 10:05:38 GMT -5
Got the idea for this from elsewhere;
What units do you tend to take, that you know you really shouldnt as you know they are a poor choice tactically speaking?
One of mine would have to be my Black Orcs. I have reduced the unit size to mitigate the points cost a bit but I still know they arent worth it.
I run;
12 with Shields, FC + Banner of Butchery.
Another would be my unit of 10 Bloodletters for my Daemon Tunnel Dwellers, just because I have some cool models to rep them.
|
|
|
Post by Deraj on Jul 20, 2009 11:09:16 GMT -5
Wardancers, dryads... anything with ITP Actually, come to think of it: Wardancers, dryads, and warhawk riders. Why do I take them? I like the models.
|
|
|
Post by Arguleon Veq on Jul 20, 2009 11:33:11 GMT -5
Wardancers and Dryads? I think they are some of the best units in the WE book. Although I agree on Warhawks.
I suppose you need a Stubborn unit like Eternals or a Treeman for Wardancers to really shine, to pin the enemy in place.
|
|
|
Post by Deraj on Jul 20, 2009 11:40:28 GMT -5
Dryads are not a good unit, it's just what we tell people. Dryads are the Mandrakes of fantasy; Opponents are always scared to hell of them, but they can never do anything. They are the cheapest unit in the wood elf army, so they always get fielded. These are the uses:
•get in the way of something in order to prevent them killing something more useful or expensive •hunt down ethereals (I play vamps way too often) •be a cheap hunter of shooting units •kill zombies that are getting in the way (wounding on twos makes this rather quick) •provide some combat res for my wardancers or wild riders through kills •deal with skirmishers and fast cav
And glade riders do most of those things just as well, but they have bows, are fast cavalry, have a 9" move, and can flee.
|
|
|
Post by Arguleon Veq on Jul 20, 2009 11:52:31 GMT -5
They actually beat a lot of the weaker units in the game with a frontal charge though, even when they are starting with static res 5.
They also cause Fear which is very important.
|
|
|
Post by Deraj on Jul 20, 2009 12:01:07 GMT -5
They also cause Fear which is very important. At unit strength 8, it's rarely helpful though
|
|
|
Post by Arguleon Veq on Jul 20, 2009 15:28:04 GMT -5
True, not for autobreaking units, can often stop units from charging you though.
|
|
Zenai
Soldier
Zenai the Reluctant; Elector Count of GC
Posts: 63
|
Post by Zenai on Jul 20, 2009 22:13:20 GMT -5
1) Skink Chiefs; Scar Veterans is better at CC while Skink Priests give you more magic. 2) Not more than 10 in a Skink Skirmisher unit. 3) Do not take Kroxigors as Special units if you're going to have Skinks which anyway, I highly recommend taking them as well. 4) Terradon Riders should not have more than 3 in a unit. 5) Minimum 20 Temple Guards; any less and you're just asking for trouble.
|
|
|
Post by Walrus Man on Jul 21, 2009 3:17:25 GMT -5
Saurus Cavalry. Far to expensive for what you get, and stupidity checks are a big risk. That said, theres something cool about having an army of dinosaurs, some of whom ride around on bigger dinosaurs. ;D
|
|
Zenai
Soldier
Zenai the Reluctant; Elector Count of GC
Posts: 63
|
Post by Zenai on Jul 21, 2009 8:37:20 GMT -5
I must admit Cold One Cavalry is very pricey for what they do but it may becomes necessary to include a unit of them within your Lizardmen force. The Magic Item which compliments them; Horn of Kygor is waaaaay over-priced.
|
|
|
Post by Arguleon Veq on Jul 21, 2009 8:51:50 GMT -5
Yeah, Cold One Cav is pretty bad. I dont think you need units of 20 Temple Guard though, they are best in ranks of 6, so i think 14 with a Slaan is just fine. 18 without.
|
|
|
Post by Walrus Man on Jul 24, 2009 17:47:07 GMT -5
I must admit Cold One Cavalry is very pricey for what they do but it may becomes necessary to include a unit of them within your Lizardmen force. The Magic Item which compliments them; Horn of Kygor is waaaaay over-priced. Yeah, Horn of Kygor I'd have payed about 30 - 40 points for. No more.
|
|