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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!).
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| 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!
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