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Grand Design of The Old Ones
LIZARDMEN TACTICS - BY MARK HAVENER


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TERRADONS
Terradon This is one unit that definitely got improved in the Army book. Okay, they have lost their rocks forever it seems (and believe me, I miss the ability to drop rocks too!), but they have gained a special Hit-and Run Attack rule.

Now you can throw them into combats where you know they won't win, and the enemy can't pursue when the Terradons leave combat (and they can go back again on your next turn!).

This can be used to great advantage if you wish to take out an enemy wizard in a unit, enemy war machines, or light enemy units. Pick at them round after round until they are all dead!

Okay, for a flying unit they are a bit pricey (but remember you are getting 2 Wounds apiece for them, not shabby!), and they are vulnerable to enemy shooting. Also, their Leadership 5 means that they will most likely run if you start losing them, so be careful! In the right circumstances this vulnerability can be turned to your advantage, however — keep them within range of your General to benefit from his Leadership, but in a position where they can threaten something vulnerable next round (a war machine on a hill, for example). Your opponent will quite likely concentrate a lot of firepower at this unit, and if you survive (-1 to hit by shooting because they are skirmishers and multiple wounds will help here) your opponent may be surprised when the remnants of the unit stick around. Only do this when you wish to protect more vulnerable units from lots of enemy shooting however! Terradons are too expensive to always have a target painted on their chests. And beware of Ratling guns — they will chew through your Terradons like they were made of tissue paper!

Next: Stegadons
Previous: Chameleon Skinks

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