Colonial GT Lizard V2.0 Now with more lizardly flavor

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cmccracken86
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Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby cmccracken86 » Thu Sep 12, 2013 6:23 pm

Slaan (Becalming, Resvoir, Mastery, Soul of Stone, Channeling Staff)

Skink Priest LvL 2 Beast Scroll

Saurus Warriors x30 FC Spears

Saurus Warriors x30 FC Spears

Skink Skirmisher x10 Blowpipes

Skink Skirmisher x10 Blowpipes

Skink Skirmisher x10 Javelins

Skink Skirmisher x10 Javelins

Temple Guard x26 FC

Terradons x3

Ripperdactyls x3

Chameleon Skinks x5

Chameleon Skinks x5

Salamander extra handler

Salamander

ALTERNATIVE #1

Drop each brick to 24 and put in a Stegadon Ancient

ALTERNATIVE #2

Drop each brick to 24 and put in Razordons x2 and another unit of terradons x3

Ok Guys ... Thoughts
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Re: Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby Lightningman » Thu Sep 12, 2013 6:28 pm

I'd make the drop for the steg ancient for sure, and might even drop a skink pack to make it an EoTG (since that no longer requires a priest)

Razordons kinda blow.
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Re: Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby cmccracken86 » Thu Sep 12, 2013 6:58 pm

EotG not nearly as good now though. They neutered both its good abilities. 6 inch bubble for 6 plus ward.. and bound burst that only does str 4 flaming.. but you get armor save.
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Re: Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby SkavenInAZ » Fri Sep 13, 2013 4:42 am

No bastiladons or however you spell them?

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Re: Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby cmccracken86 » Fri Sep 13, 2013 9:24 am

Was trying with stuff i have. I could drop the units down to 24 and then put in a bastildon and maybe something. Problem is bastildon is str 4. So thunder stomps are useless and it doesnt have attacks. Just a bound spell thats great.
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Re: Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby honorandglory » Sat Sep 14, 2013 3:11 am

From everything I've read, you should not think of.the.Blastidon as a monster. Think of.them more as a support unit with a tail attack. I think your first list was better, I liked the.cav and think you can make them work. Put a couple scarves in and it will blow units up. maybe make them units of 5 instead. Powerfully enough that they can't be ignored, small enough that they won't draw a ton.of.attention.
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Re: Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby SkavenInAZ » Sat Sep 14, 2013 5:40 am

From everything I've read, you should not think of.the.Blastidon as a monster. Think of.them more as a support unit with a tail attack.


Kind of like how the Terrorgheist should never be in combat even though it's a monster.
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Re: Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby Lightningman » Sat Sep 14, 2013 10:28 am

The bastiladon does not ever belong in combat if you can help it. I mean it does have a 2+ armor and T5 so if you need it to support with a flank to sway a combat against something like a bus of T3 troops you can throw it in. (assuming that it will help end the combat in your favor, but not if it is going to be a grind)

The laser is kinda cool and can be quite nasty but with a slann and a skink using your power pool the bound spell is just another drain, and at pw3 it is easy for others to dispel.

I have seen some lists that use the ark with 4-6 swarm bases. The fact that you can replenish one base per turn keeps the swarms in the fight a lot longer, and the swarms no cause anything else in combat with the same enemy to be poisoned so saurus+swarms=poisoned saurus attacks. Not huge but not bad.
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Re: Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby honorandglory » Sat Sep 14, 2013 7:26 pm

You throw one die at the Blastidon bound, if it.goes off great, if not no big deal. They need to throw 2+dice to dispel.

The swarms are good only if you get them in the.corner to mitigate incoming attacks. Otherwise thet will bleed active combat res.
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Re: Colonial GT Lizard V2.0 Now with more lizardly flavor

Postby honorandglory » Sat Sep 14, 2013 10:45 pm

As for the cav, either buds them up 10 strong with an Oldblood and 2 scar vets.Or use them as flakes and support at 5 or 6strong. You could put a scar vet in them to make them a threat.
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