Carnasaur
asrodrig
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Alright, somebody suggested this tactic on the MWG forum, and I thought I'd see how some real Lizardmen players like it.
Code:
you start out with 6 units of 12 skink skirmishers, 2 of which are javelins, and the rest blowpipes. you also have a level 2 skink priest with plaque of tepok allowing them 3 spells increasing the chance of rolling for celestial shield, and you need portent of far, which is the first spell. you also need a medium sized water feature, so it's enough to hold at least 3 of the skink skirmisher units.
move 2 units of blowpipes to the water feature, and have a units of javelins move near a enemy unit to harass them. keep the skink priest near both units so their spells are in range. cast celestial shield on the unit of javelins to give them a 4+ ward save. if you don’t have celestial shield have the javelins fire then march away. the blowpipe units need to seem as if they are just passing over the water feature for protection, not an ambush. when the javelin units get near the water feature and blowpipe units, cast portent of far on one of them allowing them to re-roll al 1’sin the magic phase, and then begin shooting in the shooting phase. the javelin unit will retreat into the water, and will help fire as well.
the range of portent of far is 12" lasting only one turn, and the range of celestial shield is 24" lasting until the game ends or it is dispelled. remember to keep your skink priest within these ranges.
this strategy should take from 2 to 3 turns, and could take down or send into panic at maximum of 2 units. also if there are multiple enemy units led into the ambush you have the other blowpipe units come in and help on the flanks.