Troglodon
Grotpunter
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I mean it is pretty common that a new tome changes things up and some people lost things they deeply loved and dont like direction the new tome is going. It sucks, but thats how it goes.I see what's "Good" now - but the things I had and liked are all shit now, an astrolith used to let us reroll ALL failed hitrolls, INCREDIBLE! now it gives a shit deathless save.
Slanns can only use their first spellslot to get summon points, so you might aswell run 6 slanns, 3 blocks of minimum skinks, and the rest of the 2k list with bound endless spells if you liked summoning.
My new list uses an EOTG - one of the models I like the least but need for the batallion that makes the army viable for combat situations.
Skink priests lost their protectionbubble, now they have a command ability to give +1 to hits (hey, at least if my bastiladon rolls a lucky 10 attacks, I have something to spend a CP on)
the whole 2+ save saurus guard doesn't exist anymore, nope that's gone...
carnosaurs lost their stackable attacks buff - now they're just dinos...
best thing I saw so far is that an EOTG is a "SKINK" and a "HERO" (and the crew are a mount for rules purposes) meaning a priest can give it +1 to hits and the serpent god dagger can be strapped to the EOTG's sumpy legs, causing you to trample heroes with ease.
HOWEVER I doubt that enormous grumpy grandma dino can sneak around the frontlines and herosnipe - so I guess it's better to give it the sacred stegadon hat and leave the dagger for my only other hero, the slann - who's azure lightning is melee (don't ask how I duct-tape the dagger onto lightning, it's magic)
And then kroxies are slightly better, eh, not a fan
Salamanders are... surprisingly good...
especially in large numbers with a skink priest and a commandpoint and behind a line of guard or a bastiladon
and then there's the flying things and chiefs, cool but not my style at all.
I managed to get a decent list out, now just hope it can cap points aswell as dealing big damagios.
The old Astrolith and especially the old Thunderquake were tiresome imo. and felt like a band-aid fix to a broken army. It was annoying having to roll 5 times to determine damage for Razordons and Bastiladons. I'm surprised they kept the 2D6 for Razordons but oh well. The new Bastiladon is different to the old - It lost the MW save and ethereal, but gained a significantly better save at max health and now you can go Coalesced and get -1 damage, that's pretty big. The damage from the new Bastiladon is pretty close to what you got from the old Bastiladon with rerolls to hit and wound, and in Thunder Lizard with shoot twice it is significantly better. It is also somewhat more reliable now with flat 9 attacks at full health and +hit buffs. It really sucked to teleport a Bastiladon and then roll double 1s for the amount of attacks.
Loads of stuff is viable now. You just have to open up and embrace the new playstyles.