Carnasaur
The Hunted
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Zakharov said:Another useful terradon trick is to play them as naked skink chiefs on terradons. They'll cost you 85 points a pop and eat into your hero allowance but they open up a HUGE range of possibilities. Basically, they become slightly expensive High Elf great eagles. If you're interested, the HE forums have a wealth of strategies, here's a useful one;
http://www.ulthuan.net/forum/viewtopic.php?f=66&t=33028 (Try to ignore the elf-specific advice!)
I've had great success with 'The Run Down' (using terradon to run down a fleeing enemy to free up your hard-hitting units), 'The Speed Bump' (the trick that got me using solo-chiefs on terradons; place your terradon 1" away from an enemy unit, but way off to the side so you block their movement but would force a turn to charge you. In their turn they can either charge (and you run away) and pull themselves out of position, or not move at all and fall behind their battle-line) and 'The Double Block' (similar to the last but with two terradons placed slightly apart. You opponent charges the first, flee, and then re-directs to the second, flee, leaving him even further out of position!). There are many more options still to try!
It's not for everyone, but as my hero section is usually a little empty they fill a neat little slot! I recommend taking two if you plan on trying them out. They can really be a pain in the ass for just about any army and can still perform most of the actions a unit of three normal terradons can do.
That link is really golden. It sums up all the movement uses of our terradons, and even our skink units. And it does that in a nice, understandable short article! Love it.
Terradons are btw pretty darn good against eagles themselves, 3d3 rocks (on average 3 hits) do 1.5 wounds and then 3 javelins might do a wound too. So 1-2 wounds on an eagle, right before you charge his RBT or you keep following the eagle with your terradons. You can drop rocks, throw javelins and then chase him with javelins. Or, drop rocks, throw javelins and try to charge him the next turn, you will pin his great eagle in place for a while and have solid odds on killing it.
Also, the 1-2 wounds you do with your terradons will help your skinks greatly in killing it if he goes after them. A S&S poisoned wound might kill it or bring it down to 1 wound and then you can finish it in CC (hopefully).
Terradons are also better vs light cavalry, skirmishers and small units of shooters than great eagles. Because they can drop rocks, throw some javs and have more (stomp) attacks!
You can, as already explained by BeardedDragon, use their feigned flight rule to great effect.
'Reform prevention'
This can also be achieved by moving them very close to your enemy. Instead of charging them into the CC (where they will die a horrible death).
Code:
EEEEEEEEEE
EEEEEEEEEE
EEEEEEEEEE
...SSSSS...
...SSSSS...
...SSSSS...
...SSSSS...
E=Enemy
S=Saurus
You are afraid that your enemy might reform into a longer column with more ranks, instead of his horde formation. This would negate your steadfast and thus you are way more likely to break.
The solution?
Code:
TerTerTer
EEEEEEEEEE
EEEEEEEEEE
EEEEEEEEEE
...SSSSS...
...SSSSS...
...SSSSS...
...SSSSS...
Code:
TerTerTer
!!!!!!!!!!!!!!!
...EEEEE...
...EEEEE...
...EEEEE...
...SSSSS...
...SSSSS...
...SSSSS...
...SSSSS...
!!: No more space for your opponent to reform, thus this is not possible.
By parking your terradons right behind your enemy (1" away), he cannot reform into the column. Simply because your Terradons are in the way! This tactic works to prevent any reform, for instance:
Your opponent wants to reform his unit so it can squeeze between impassable terrain features, park them behind the unit to deny this.
If your opponent wants to go wider, you will have to use 2 units to either side. Regular skink, skirmisher, chameleons and even Salamander units will help you to block his reform!
The Hunted
Edited to get the coded part right.