Slann
Lord Agragax of Lunaxoatl
Eleventh Spawning
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Post Guide
Post 1 - Overall pros and cons, intro, Special Rules and Race-Specific Magic Lore
Post 2 - Army list organisation and Characters
Post 3 - Infantry
Post 4 - Cavalry
Post 5 - Monsters
Post 6 - Race-Specific Magic Items and Disciplines of the Old Ones
Post 7 - Rulebook Magic Lores
Post 8 - Rulebook Magic Items
Post 9 - Tier List
Post 10 - (My) Arcane Journal Named Characters, Armies of Infamy and extra Race-Specific Magic Items
Post 1 - Overall pros and cons, intro, Special Rules and Race-specific Magic Lore
As the Lizardmen PDF is now out and some excitement about TOW is resurging, I thought it'd be a good time to start writing a tactica - let's see what the Servants of the Old Ones have in store for them in TOW! @Scalenex it'd be great if you could pin this.
Pros:
Cons:
In the case of Lizardmen, I think we're pretty much middle tier still, which is fine. We've taken some nerfs, yes, but also some units have been boosted nicely, like the Carnosaur. Not to mention that most other armies have taken some nerfs too, including the focus factions. In particular the top-hitters like Elves and Warriors of Chaos are not as scary as they were. Of course this may change if the focus factions get additional supplements and rules, but I plan to make an Arcane Journal for the Lizards and all the other non-focus factions, which I will keep up to date with changes to try and keep the army balanced. Of course this won't be accepted at GW tournaments, but then the standard PDF army list won't either, so you've really very little to lose by making use of my work alongside the main list, and a good lot to gain.
ARMY SPECIAL RULES
Arcane Vassal: Same as in 8th Edition, a Slann can choose to cast one of his spells from the location of a friendly Skink Priest within 12". The only thing is it now works only once per turn through each Priest, I suppose to stop players just sitting him at the back of the army all day long, though you could still get around it just by taking several Priests and disperse them across the army.
Aquatic: A Skink and Kroxigor staple, this rule allows them to move through all water features without penalty, same as before.
Beast Handlers: Shooting is randomised when it's targeted at a Hunting Pack - on a 1-4 the shot hits a Salamander/Razordon, 5-6 it hits a Skink Handler. Pretty much the same as before again I think.
Cleaving Blow: A special rule fast becoming a universal one given that Tomb Guard, Grave Guard and now Ripperdactyls all use it. A weaker form of Killing Blow that only works against standard and heavy infantry and cavalry (whereas by the sounds of it Killing Blow can also work against Monstrous Infantry and Cavalry), and doesn't immediately deny the model of any remaining Wounds. Still not bad at all, though.
Cold-Blooded: Very similar to before, though only occurs when taking Fear, Terror or Panic tests - units taking them roll 3D6 and discard the highest. Still useful of course because Fear and Terror have been boosted this time, but annoying it can't be used against Break Tests or Stupidity tests (the Achilles heel of Saurus Cavalry...).
Drop Rocks: For some reason an Army Special Rule when this, as before, just applies to Terradons - once per game each Terradon Rider unit can inflict D3 Strength 4 hits per model in the unit on an enemy it flies over. The only thing is that, with reduced AP values all round in this game, it no longer inflicts an armour save penalty on an enemy, but given that there was not much of an armour save penalty to begin with, it makes no difference as to the best targets for this sort of attack.
Obsidian Blades: A nice new rule that fits our Aztec army theme very well, this rule gives all Lizardman hand weapons an AP of -1, meaning Saurus Warriors still fight every bit as well as they did before (besides losing Predatory Fighter attacks, which, while fun and thematic, weren't a huge boost anyway).
THE LORE OF LUSTRIA
Pretty much every faction has their own unique magic lore in this edition of Fantasy alongside several of the lores from the main rulebook, and Lizardmen are no exception, though unlike in previous editions, and funnily enough more like 6th Edition 40K, faction-specific Lores now only have two or three spells in them usually. For the first time we get a race-specific Magic Lore, and though there are only two spells in it, they are good'uns.
1. Apotheosis - An enchantment that has a very high casting value but also a good long range for spells in this game, and with good uses for it. The target character regains D3 lost wounds (or D3+1 if you manage to get 12+), and gets the Fear special rule (or Terror if the character already had Fear). Can only work on characters with any form of 'infantry' or 'cavalry' type so can't be used on Oldbloods on Carnosaurs, but can be cast on a character in combat so can keep an Oldblood fighting on (and makes him scarier), and because Skink Priests can take this spell too, they can use it to heal your Slann (who is now Monstrous Infantry) - a must-take given that Slann now seemingly can't join Temple Guard anymore.
2. Monsoon - A Remains in Play Magical Vortex using the Large Blast template which moves D6" every turn in a random direction, this lovely resurrection of The Rain Lord from 7th Edition 'drenches' all enemy units under the template, inflicting a -1 penalty to hit rolls on all their shooting attacks and preventing War Machines from shooting on a D6 roll of 1. An excellent way of dealing with Empire and Dwarfs of both stripes, particularly with its low casting value, good coverage of enemy units and the fact that even if the vortex is dispelled, the unit remains drenched for the rest of the game.
Post 1 - Overall pros and cons, intro, Special Rules and Race-Specific Magic Lore
Post 2 - Army list organisation and Characters
Post 3 - Infantry
Post 4 - Cavalry
Post 5 - Monsters
Post 6 - Race-Specific Magic Items and Disciplines of the Old Ones
Post 7 - Rulebook Magic Lores
Post 8 - Rulebook Magic Items
Post 9 - Tier List
Post 10 - (My) Arcane Journal Named Characters, Armies of Infamy and extra Race-Specific Magic Items
Post 1 - Overall pros and cons, intro, Special Rules and Race-specific Magic Lore
As the Lizardmen PDF is now out and some excitement about TOW is resurging, I thought it'd be a good time to start writing a tactica - let's see what the Servants of the Old Ones have in store for them in TOW! @Scalenex it'd be great if you could pin this.
Pros:
- Skink Skirmishers are still particularly viable (not something I wanted to see but if you're a fan of this playstyle you'll be pleased)
- At least one Saurus unit has to be taken in Core (something I'm quite happy to see)
- Temple Guard now count toward Core (something I'm particularly happy to see)
- Carnosaurs are tanky and more of a genuine threat
- The Lore of Lustria is a solid pair of spells
- Skink Skirmishers are now Kroxigor Chariot Runners
- Bastiladons will be particularly useful
- Jungle Swarms now have a use at last!
- Slann can now fly a good distance - time to engage trollface and play with movement shenanigans
- Both Slann and Skink Priests have a lot of Magic Lores to play with
- Obsidian Weapons means we haven't lost as much AP as other armies have
- Troglodons have some sort of use now
Cons:
- Saurus are now the same cost as Chaos Warriors for some reason
- No Skink Cohort and thus no Skrox - loss of a thematic and fun unit idea (even if it was frowned upon in the competitive scene)
- Salamanders are no longer as effective as they once were
- Saurus Cavalry are going to have Stupidity issues
- Razordons don't fire as many shots as they used to
- Cold-Blooded only works against Psychology now
- With our scaly skin acting as heavy armour now (why when Armoured Hide exists?), we cannot build tanky Saurus characters in the way we used to
- Slann can't join Temple Guard anymore
In the case of Lizardmen, I think we're pretty much middle tier still, which is fine. We've taken some nerfs, yes, but also some units have been boosted nicely, like the Carnosaur. Not to mention that most other armies have taken some nerfs too, including the focus factions. In particular the top-hitters like Elves and Warriors of Chaos are not as scary as they were. Of course this may change if the focus factions get additional supplements and rules, but I plan to make an Arcane Journal for the Lizards and all the other non-focus factions, which I will keep up to date with changes to try and keep the army balanced. Of course this won't be accepted at GW tournaments, but then the standard PDF army list won't either, so you've really very little to lose by making use of my work alongside the main list, and a good lot to gain.
ARMY SPECIAL RULES
Arcane Vassal: Same as in 8th Edition, a Slann can choose to cast one of his spells from the location of a friendly Skink Priest within 12". The only thing is it now works only once per turn through each Priest, I suppose to stop players just sitting him at the back of the army all day long, though you could still get around it just by taking several Priests and disperse them across the army.
Aquatic: A Skink and Kroxigor staple, this rule allows them to move through all water features without penalty, same as before.
Beast Handlers: Shooting is randomised when it's targeted at a Hunting Pack - on a 1-4 the shot hits a Salamander/Razordon, 5-6 it hits a Skink Handler. Pretty much the same as before again I think.
Cleaving Blow: A special rule fast becoming a universal one given that Tomb Guard, Grave Guard and now Ripperdactyls all use it. A weaker form of Killing Blow that only works against standard and heavy infantry and cavalry (whereas by the sounds of it Killing Blow can also work against Monstrous Infantry and Cavalry), and doesn't immediately deny the model of any remaining Wounds. Still not bad at all, though.
Cold-Blooded: Very similar to before, though only occurs when taking Fear, Terror or Panic tests - units taking them roll 3D6 and discard the highest. Still useful of course because Fear and Terror have been boosted this time, but annoying it can't be used against Break Tests or Stupidity tests (the Achilles heel of Saurus Cavalry...).
Drop Rocks: For some reason an Army Special Rule when this, as before, just applies to Terradons - once per game each Terradon Rider unit can inflict D3 Strength 4 hits per model in the unit on an enemy it flies over. The only thing is that, with reduced AP values all round in this game, it no longer inflicts an armour save penalty on an enemy, but given that there was not much of an armour save penalty to begin with, it makes no difference as to the best targets for this sort of attack.
Obsidian Blades: A nice new rule that fits our Aztec army theme very well, this rule gives all Lizardman hand weapons an AP of -1, meaning Saurus Warriors still fight every bit as well as they did before (besides losing Predatory Fighter attacks, which, while fun and thematic, weren't a huge boost anyway).
THE LORE OF LUSTRIA
Pretty much every faction has their own unique magic lore in this edition of Fantasy alongside several of the lores from the main rulebook, and Lizardmen are no exception, though unlike in previous editions, and funnily enough more like 6th Edition 40K, faction-specific Lores now only have two or three spells in them usually. For the first time we get a race-specific Magic Lore, and though there are only two spells in it, they are good'uns.
1. Apotheosis - An enchantment that has a very high casting value but also a good long range for spells in this game, and with good uses for it. The target character regains D3 lost wounds (or D3+1 if you manage to get 12+), and gets the Fear special rule (or Terror if the character already had Fear). Can only work on characters with any form of 'infantry' or 'cavalry' type so can't be used on Oldbloods on Carnosaurs, but can be cast on a character in combat so can keep an Oldblood fighting on (and makes him scarier), and because Skink Priests can take this spell too, they can use it to heal your Slann (who is now Monstrous Infantry) - a must-take given that Slann now seemingly can't join Temple Guard anymore.
2. Monsoon - A Remains in Play Magical Vortex using the Large Blast template which moves D6" every turn in a random direction, this lovely resurrection of The Rain Lord from 7th Edition 'drenches' all enemy units under the template, inflicting a -1 penalty to hit rolls on all their shooting attacks and preventing War Machines from shooting on a D6 roll of 1. An excellent way of dealing with Empire and Dwarfs of both stripes, particularly with its low casting value, good coverage of enemy units and the fact that even if the vortex is dispelled, the unit remains drenched for the rest of the game.
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