Monday, October 26, 2009

Stegadons

By Stelek

Email:


Hey Stelek,


Tell me more about the 7 Stegadon army you mentioned here:  http://www.yesthetruthhurts.com/2009/05/lizardmen.html


There's a lot of appeal here, notably 7 bullshit monsters and the fact that an army with that few models solves my twin dilemmas of painting a ton of models and then moving them around the table.  I'd say the novelty of the whole thing is a close third.


A bunch of my buds dabble in fantasy and the bug has bitten me a bit.  I haven't played fantasy since you could take beastmen, daemons and chaos warriors all in the same list so I'm a bit unfamiliar with the game.


Specifically, I guess I'm asking about viability and major weaknesses as well as a brief note about what I should be doing with 7 dinosaurs once they're on the table.  My gut tells me that I should bunch them up a bit and then ram them into things.


Thanks,
John

Reply:

Credit where credit is due, Jimmy pointed this out before I had a chance to look at the Codex.  :)

2250 Pts - Lizardmen Roster

1 Skink Priest @ 355 pts (General; Hand Weapon; Aquatic)
   1 Ancient Stegadon (Engine of the Gods; Causes Terror; Immune to Psychology; Large Target; Scaly Skin; Stubborn)
      4 Skink Crew (Hand Weapon; Javelin; Aquatic; Skirmishers)

10 Skinks @ 50 pts (Hand Weapon; Javelin & Shield; Aquatic)

10 Skinks @ 50 pts (Hand Weapon; Javelin & Shield; Aquatic)

10 Skinks @ 50 pts (Hand Weapon; Javelin & Shield; Aquatic)

1 Stegadon @ 235 pts (Giant Bow; Causes Terror; Immune to Psychology; Large Target; Scaly Skin; Stubborn)
   5 Skink Crew (Hand Weapon; Javelin; Aquatic; Skirmishers)

1 Stegadon @ 235 pts (Giant Bow; Causes Terror; Immune to Psychology; Large Target; Scaly Skin; Stubborn)
   5 Skink Crew (Hand Weapon; Javelin; Aquatic; Skirmishers)

1 Stegadon @ 235 pts (Giant Bow; Causes Terror; Immune to Psychology; Large Target; Scaly Skin; Stubborn)
   5 Skink Crew (Hand Weapon; Javelin; Aquatic; Skirmishers)

1 Stegadon @ 235 pts (Giant Bow; Causes Terror; Immune to Psychology; Large Target; Scaly Skin; Stubborn)
   5 Skink Crew (Hand Weapon; Javelin; Aquatic; Skirmishers)

1 Ancient Stegadon @ 275 pts (2 Giant Blowpipes; Causes Terror; Immune to Psychology; Large Target; Scaly Skin; Stubborn)
   5 Skink Crew (Hand Weapon; Javelin; Aquatic; Skirmishers)

1 Ancient Stegadon @ 275 pts (2 Giant Blowpipes; Causes Terror; Immune to Psychology; Large Target; Scaly Skin; Stubborn)
   5 Skink Crew (Hand Weapon; Javelin; Aquatic; Skirmishers)

Total Roster Cost: 1995

This army is pretty simple really.

Use the Engine to give yourself a random power (usually a ward save).

Run at the enemy.  Hit with 2 Stegadons on any block.

You are stubborn, ITP, cold-blooded and cause Terror, so you shouldn't be running away and most people won't like having to charge into that mess but they have to because impact hits = bad.

Setup in staggered formation so you can countercharge with Stegadons, and you should be GTG.  Something like 1 in Front, 1 behind on either side.  Repeat along your front line.  Normal Stegadons in front, Ancients in back, the Priests Ancient should be in the middle of the rear rank (so you can cover everything).

You can be outmaneuvered and cannons suck, but hey that's what 7 Steggies are for.  ;)

Oh the Skinks...well, they don't really do anything other than claim table quarters and kill enemy skirmishers.  lol

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