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=== Synergies === '''Skinks and Saurus''' kind of obvious really. Your skirmisher units are here to provide redirection, making sure charges that you don't want to happen don't happen. Enemies will not want to charge skinks with their strong units because it is a waste of time and resources and opens them to a flank charge from saurus units which is exactly what you should try and set up. Ignoring skink units is also a bad idea, for unlike skavenslaves these things have actually deadly ranged attacks. '''Skinks and Kroxigor''' same as above but better because of the ability to charge through skinks. It is a shame kroxigors are too expensive to be a real option. '''Charge and flank''' your ideal scenario. Anything you meet head on, you want something to slam into from the sides, be it Cavalry, Stegadons, Kroxigors or Salamanders who ran out of things to set on fire. All combat oriented units in this book have a massive number of attacks at high strenght, which means even traditionally elite units will take a lot of punishment from a double charge. '''Why are you running?''' half the units in this book cause either fear or terror. Using fear inducing units to cover your flanks and charge from said flanks has the potential to be a real gamechanger, as you can force an ungodly amount of fear tests that only undead and daemons are able to replicate. '''Jaguar Saurus of Doom''' worth a mention even though some people consider it a meme. A scar vet with the charm of the jaguar warrior and a great weapon can hide in a unit of Warriors and come out when the time is right to make a 18" charge move against anything that threatens to flank you, and have a good chance at flattening them too. The great weapon is meant for chariot smashing and monster flattening, but you can sub in something else if your meta is more keen on light cavalry and skirmishers. Mind you anyone familiar with the edition will expect this build upon seeing a footslogging Saurus hero, which asks the question of whether you are a bad enough dude to bluff it. '''Picking your Lore''' Slann can pick any lore so your choices are really only dependent on what you face. If unsure, fall back to Heavens. Heavens is the best lore for a reason, and its ability to snipe targets with no line of sight or maximum range will serve you well against pesky backline units. A very tempting choice in a saurus heavy army is Light: it shores up your combat by weakening the WS of opponents, making your saurus' lackluster initiative and average WS less of an issue. Fire and Shadow are often talked about as well: shadow offers amazing mobility, plus fear and protection against ranged attacks, making it especially good to make the most of footslogging Saurus units; while fire deals with many armies fielding flammable models and handles large units with low saves well. A side effect of your Slann's method of spell generation is that you can just cherry pick relevant first spells from any lore. This is mostly relevant for picking Heaven's first spell, which allows you to reroll d3 d6s for the turn and is kinda huge for a 5+ cast. '''The Deathstar of Deathstars''' In most cases putting all your eggs in one basket is considered as a bad thing but Lizardmen can propably could succeed in doing it. A second generation Slann who has also the BSB with Totem of Prophecy, surrounded by a big unit of Temple Guard. The Slann has also Cupped Hand of the Old Ones. Now this block will cost about 1000 points at least and losing this block means losing the game. But who and how will be able to seriously harm this? 5+ ward against ranged attacks, stubborn, cold blooded. Also causes fear so fear-outnumber won't be a problem. The Temple Guard hit hard and can withstand much even in combat. {{Warhammer6th_Tactics_Races}} [[Category:Warhammer/Tactics]] [[Category:Warhammer/Tactics/6th Edition]]
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