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 New Strategies
Kroq-gar
Posted: Mar 29 2009, 09:53 AM


The Rock Crock!


Group: Admin
Posts: 1,045
Member No.: 1
Joined: 1-January 08



Ever since the new book came out, I have been looking for ideas of great things to do. I have come up with 2 skink ones, one with ranked up( keep in mind I call them cohorts) and one with skirmishers.

The cohorts one isn't as much a strategy as much as a cool unit to do. Create a unit with musician and standard, consisting of 30 skinks, and 3 Kroxigors. The unit should be 6 wide and 7 deep. Keep all the Kroxigors in the second rank. This unit has a US of 42, causes fear, and moves fast. The strategy is to charge a good block of troops, even Ironbreakers or other elite infantry. Avoid ones with characters and many attacks per model though, such as Khorne Chaos Warriors. You pretty much have a minimum static res of 5, 3 for ranks, 1 for outnumber, and one for standard. And thats not even bringing in the kills the Kroxigors will bring in. Knowing some strategies as a Vmpire Counts player, I knew that a unit that causes fear and outnumbers an enemy unit will automatically break it. So this unit will be great for those tough nuts to crack. It costs around 310 points.

The skirmisher one involves 10 Skirmishers and 2 Jungle Swarm bases. It costs 160 points. The plan is to put the 2 bases in front of the skirmishers, and let them shoot at stuff, having the defense of the swarms, and being able to shoot over them. This could get some nasty looks, and I'm not even sure how well it works, but it sounds cool. Once an enemy gets within a dangerous distance, move the skinks to the side of the swarm, and shoot up the unit. Next turn, combo charge. I don't even know how well that would be, but hey, if you're not willin to try new things, warhammer isn't for you. This was viablelast edition, but swrms were 0-1, and costed too much.

So go ahead and try these things out, and let me know how they work.


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Hespithe
Posted: Mar 29 2009, 10:59 PM


Pharaoh Khum'n'ghettit


Group: Global Moderators
Posts: 633
Member No.: 6
Joined: 2-January 08



The first just sounds like to many points sunk into a single unit. The unit will have difficulty against fast flankers and will fail utterly against even Marauder Horsemen (flails), I think.

The second is a tad more viable, but still risky, as a fast unit will be able to oust your swarms on the charge and over-run directly into the Skinks, denying them a free shot at their chargers. Two units effectively gone on a single charge. With the number of 'magical moves' in the works lately, this is a real threat.

For Lizzies... keep the small ones mobile, and the large ones in sizable groups. I'm still not a fan of the Skink/Krox unit.


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[A]Forces of Light[B]
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Lord Gargarim
Posted: Mar 30 2009, 03:33 AM


Dwarven King


Group: Members
Posts: 215
Member No.: 30
Joined: 21-March 08



I have started Lizzies and got about 8 games in. I cannot think of any new strategies, but the old ones still work. (bad pun, not intended)

I disagree with the Kroxigors and skinks. They suck. They cannot turn, they do not all cause fear, only the Kroxigors, has a large unit footprint, and what you kill, is lost again in skinks being killed. Cost V benifit for this unit is a really bad ratio, it may take out ranked units, but only just and cost more than most ranked units.


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[A]Forces of Light[B][A]Forces of Light[B]
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Criti
Posted: Mar 30 2009, 12:43 PM


Sergeant


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Posts: 35
Member No.: 51
Joined: 19-November 08



QUOTE
The cohorts one isn't as much a strategy as much as a cool unit to do. Create a unit with musician and standard, consisting of 30 skinks, and 3 Kroxigors. The unit should be 6 wide and 7 deep. Keep all the Kroxigors in the second rank. This unit has a US of 42, causes fear, and moves fast. The strategy is to charge a good block of troops, even Ironbreakers or other elite infantry. Avoid ones with characters and many attacks per model though, such as Khorne Chaos Warriors. You pretty much have a minimum static res of 5, 3 for ranks, 1 for outnumber, and one for standard. And thats not even bringing in the kills the Kroxigors will bring in. Knowing some strategies as a Vmpire Counts player, I knew that a unit that causes fear and outnumbers an enemy unit will automatically break it. So this unit will be great for those tough nuts to crack. It costs around 310 points.


The unit doesn't cause fear. The Kroxigor do. So the US for purposes of autobreak is still only 9.

QUOTE
The skirmisher one involves 10 Skirmishers and 2 Jungle Swarm bases. It costs 160 points. The plan is to put the 2 bases in front of the skirmishers, and let them shoot at stuff, having the defense of the swarms, and being able to shoot over them. This could get some nasty looks, and I'm not even sure how well it works, but it sounds cool.


I'd thank any opponent who did this. It'd give me the opporunity to charge an Immune to Psych swarm that CAN'T FLEE, crumble it, and overrun into the Skirmishers, preventing myself from worrying about Stand-And-Shoot reactions.

Lets be honest... if the Skinks are in range to shoot past the Swarms, then the unit is already threatened with a charge. Even HUGGING the Swarms, at max distance, the enemy being shot is 10" away (Swarm base being 2" wide). Elves, Skaven, Chariots, monsters, and any type of cavalry is well within charge range here.
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