Lizardmen at GTs
Lizardmen have a wide variety of choices with their armies and are still very powerful in the GT scene.
At the Lonewolf a LM army beat me and went on to go 4-0-1 and take Best General.
They can go with a primarily infantry block force, a heavy skirmishing army, heavy magic or no magic at all. Or a nice mix of all of them.
Lords: The choice at the Alamo was the Lord on Carnosaur. This is a very nasty mix as they move fast, cause terror, and once the carnosaur goes frenzy the Lord does as well.
The key is to kill the carnosaur, which dies rather easily.
Then you have several choices in the SMP. The 2nd gen always seems to be everyones favorite. Just not mine, plus you draw many peoples groans and rolling eyes if you plop down a 2nd gen. For straight out magic it is the most powerful wizard in the game. But for the points and the loss of a rare slot, I think it is a waste. I prefer the 4th gen slaan myself and I'm really suprised more people don't take them.
They are a lot cheaper, don't take up the rare slot and are still immune to miscasts.
Make him your BSB and put him into a unit of Temple guard and these guys are a tough nut to crack. Make them cause fear and you have to kill everyone to break them.
Saurus are great blocks of fighters, but very slow and now that you have to go 5 wide, expensive to boot.
Skinks, are just awesome little guys. Poison javelins or blowpipes are sure to give a lot of damage. But I also love the southlands list. Skinks with short bows are the bomb. Outstanding.
Krox are some of the best Ogre sized models in the game with Strength 7 and armor.
Saurus cav are not that bad matching Chosen Chaos knights for hitting power when they charge. But their 3+ armor save kinda sucks.
Terradons are the ultimate mage hunters.
And finally Salamanders for now are the best shooting unit in the game. 2 of them is almost sick.
Strengths: Great flexibility. Have big saurus blocks that are almost unbreakable or a few heavy hitting units with a bunch of nimble skinks to run around.
You can go heavy magic with a SMP and a couple of priests, or you can go no magic at all with several marks of Tepok. Add in the Immunity to miscasts, great mage hunters, awesome shooting, great leadership because of cold blooded and you have one of the best armies in the game.
Weaknesses: All those great units are not cheap. Its easy to get carried away with marks, salamanders, stegadons, terradons, cold one riders and Kroxigors and you forget about your base troops. Its easy to build too small an army and you get swamped. But build a good size army with a few of the heavy hitters and you have an army to deal with.
Good luck
4 Comments:
Ben, are you bored today, cause if you wanted to give a run down of every army, I'd totally love that ;) If I'm getting greedy as a blog reader just say so.
Thanks again,
No, I'm not going to do every army today. But it might become a weekly article.
Still have a real treat for later. Be sure to check back later in the afternoon.
But yea, its Friday. Who wants to work??
Not me and not my Bret playing Boss, that's for sure ;)
Again, love the blog, love the format, love what you are doing here man.
Its all about sharing the love. ;)
Post a Comment
<< Home