kbolster12345:
Hey guys,
I sold my FW army but just picked up Gunnersons Big Hat army and it has a couple of lamasus in it. I was wondering if anyone has used it? If so how and to what affect? What did you have in the rest of your army?
Thanks in advance for any discussion on the matter.
IzNoGood:
Apart from obvious fact they are a bullet magnet, they are good anti magic (Mr 3) and stop magic weapons in b2b. Allow us to take shadow and you can bump to lvl 2. Not good fighters, but can upgrade with magical breath weapon. I rate them, but about to take one to a tourny so may eat my words.
Bloodbeard:
Check this thread:
Not easy searching for a monster that has it’s name spelled 5 different ways. But I remembered it from some time back.
ThorAxe:
I’ve had mixed results with the lamassu. I’ve yet to have it shot out from beneath me due to a combination of hiding behind the destroyer/train and the nemy rolling too few wounds on canons, but it tends to die in CC as enemies realize the lamassu is easier to kill than the rider, but arguably stronger due to thunderstomps and its weapon breaking ability.
I prefer to run my lord on an arabyan carpet, as unless vauls unmaking or something similar occurs, shooting will not stop my lord from flying. I run the lord with a lamassu in a similar way: the lord flies around the battlefield, avoiding canons and powerful CC units while granting its leadership to units that need it (gobbos, bull centaurs depending on location, destroyer if lots of chaff because failing frenzy sucks) casting spells all the while. Depending on the spells I have and battlefield conditions, the lord typically charges in late game in the enemy rear for combat res.
I give the lamassu shadow and a breath weapon or lvl 2, as miasma is pretty good if the other roll is bad. Lowering WS so that warriors hit on 4s or so that CDs hit on 3s is helpful, or lowering movement so that war machines can shoot at more important units longer helps as well.
It really depends on your army…