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TOW All the Characters (2+ AS Scar Vet)

Come avete fatto voi salamandre? Sapete che non sanno marciare e sparare bene, è questo che li rende spazzatura? Inoltre, il fatto che sbaglino metà dei loro tiri è semplicemente molto eh, non sanno stare in piedi e sparare. Sono come una delle peggiori unità del libro, non so cosa ci fai con loro che li rende ok? Come stanno lavorando per te?

Vedo anche una mancanza della pozione ora, quindi immagino che tu abbia imparato qualcosa sui forum? :PImmagino di poter vedere le vecchie strategie da cowboy funzionare, ma non sono semplicemente fatte a pezzi? Non hanno alcuna possibilità di ottenere attenzione signore nella tua lista, e moriranno per tipo 10 tizi a caso con le balestre.
It seems to me that you take me for an idiot. however I wrote that they did well against the beastmen. even if they don't march and shoot they have cleaned 3 units of skirmishers and one of harpies. I'd say they earned it. the heroes in pairs worked well. In fact, I had quickly read the potion immune to psychology, forgetting that it is no longer like in the 5th edition. like me, I'm satisfied with the first game. certainly against chaos and Bretonnia it will perhaps be more difficult. We will see
 
I actually modified the previous list a bit. Tested against beastman, won by minor. I must say that the salamanders behaved very well. I still have to play more games against people with more armor.

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Test [2000 pts]
Warhammer: The Old World, Lizardmen
===

++ Characters [989 pts] ++

Saurus Oldblood [386 pts]
- Great weapon
- Heavy armour (Scaly skin)
- Shield
- General
- Carnosaur
- Armour of Destiny

Saurus Scar-Veteran [179 pts]
- Great weapon
- Heavy armour (Scaly skin)
- Shield
- Battle Standard Bearer
- Cold One
- Talisman of Protection
- Horned One

Saurus Scar-Veteran [164 pts]
- Great weapon
- Heavy armour (Scaly skin)
- Shield
- Cold One
- Aura Of Quetzl
- Horned One

Saurus Scar-Veteran [147 pts]
- Great weapon
- Heavy armour (Scaly skin)
- Cold One
- Horned One
- Armour of Meteoric Iron
- Charmed Shield

Skink Chief [113 pts]
- Additional hand weapon
- Light armour (Calloused hide)
- Terradon
- Ruby Ring of Ruin
- Charmed Shield

++ Core Units [521 pts] ++

24 Saurus Warriors [381 pts]
- Hand weapons
- Shields
- Heavy armour (Scaly skin)
- Shieldwall
- Spawn Leader (champion)
- Standard bearer
- Musician

15 Skink Skirmishers [85 pts]
- Hand weapons
- Javelins
- Shields
- Light armour (Calloused hides)
- Scouts

10 Skink Skirmishers [55 pts]
- Hand weapons
- Javelins
- Shields
- Light armour (Calloused hides)
- Vanguard

++ Special Units [55 pts] ++

5 Chameleon Skinks [55 pts]
- Blowpipes
- Hand weapons
- Light armour (Calloused hides)

++ Rare Units [435 pts] ++

Ancient Stegadon [255 pts]
- Hand weapons
- Javelins
- Great horns
- Engine of the Gods

1 Salamander Pack [90 pts]
- Wicked claws
- Fiery breath
- Heavy armour (Scaly skin)
- 3x Skink Handlers with Hand weapons and Light armour (Calloused hides)

1 Salamander Pack [90 pts]
- Wicked claws
- Fiery breath
- Heavy armour (Scaly skin)
- 3x Skink Handlers with Hand weapons and Light armour (Calloused hides)

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Created with "Old World Builder"

[https://old-world-builder.com]

Is the armour of metoric iron really good on a cold one? Paying 20 points to go from 3+ to 5+ unmodified?

Salamanders are garbage but its not always about running the strongest list possible, I run Troglodons and Rippers because I like them.
 
Is the armour of metoric iron really good on a cold one? Paying 20 points to go from 3+ to 5+ unmodified?

Salamanders are garbage but its not always about running the strongest list possible, I run Troglodons and Rippers because I like them.
the problem is that you have few ts available, it's not the best, but there's so much stuff going around that lowers the armor save, that I consider it acceptable. Unfortunately I don't see many other alternatives. Rippers would be great if the cool blood rule went back to how it originally was. but I love them too, I'll play them in a list sooner or later. My salamander/spinodon
3875d75b-3546-4199-8864-26d3242572a3.jpeg
 
It seems to me that you take me for an idiot. however I wrote that they did well against the beastmen. even if they don't march and shoot they have cleaned 3 units of skirmishers and one of harpies. I'd say they earned it. the heroes in pairs worked well. In fact, I had quickly read the potion immune to psychology, forgetting that it is no longer like in the 5th edition. like me, I'm satisfied with the first game. certainly against chaos and Bretonnia it will perhaps be more difficult. We will see
I mean, if I see people make rules mistakes and then also not acknowledging that rules mistake i get pretty suspect yes if people know the rules. An oh, i guess i was wrong that potion does not work like that, my bad, ill change my list, will go a long way. If you just kinda ignore that and just carry on talking about something else, i mean, i will start questioning a lot of things quite quickly. I do not think you are an idiot, i don't know you. Most people playing Warhammer are definitely also not idiots, the game is quite hard so most people playing are not idiots at all i would say :). Rules in TOW are also formatted pretty poorly, i am finding out new things still about the rules as well just because stuff is put all over the place in the book. I just saw you made a rules mistake so i think it is likely you have made more rules mistake if you come to a conclusion almost nobody comes to (that being that Salamanders are good, they are really with Razordons considered our worst unit by far). I guess the rules did change on the potion, it is quite bad atm.

I am still kinda confused how they would do well against Beastmen. My main problem with them is that they are too slow and will never get into range before being charged/shot to bits. I mean a unit like Harpies have a threat range of like 18 inches with fly and swiftstride, if you want to flame them you have to start your turn within like 7-8 inches of them, so that means your opponent basically landed his Harpies right next to your Salamander? It sounds to me a good opponent will not let that happen, he should just be able to charge you right with his 360 degrees of vision as well without you ever getting a shot of right.. ? 5 Harpies rip a Salamander to shreds as well in 1 turn of close combat, you should not be able to even fight back once.
 
the problem is that you have few ts available, it's not the best, but there's so much stuff going around that lowers the armor save, that I consider it acceptable. Unfortunately I don't see many other alternatives. Rippers would be great if the cool blood rule went back to how it originally was. but I love them too, I'll play them in a list sooner or later. My salamander/spinodon
View attachment 152438
Very nice model btw, looks cool. I do understand you would want to make that model work ;)
 
the problem is that you have few ts available, it's not the best, but there's so much stuff going around that lowers the armor save, that I consider it acceptable. Unfortunately I don't see many other alternatives. Rippers would be great if the cool blood rule went back to how it originally was. but I love them too, I'll play them in a list sooner or later. My salamander/spinodon
View attachment 152438

Lowers the armour save, yes, but lowers by -3? Very little. A sword of might with a shield I think is better use of the points. Or a biting blade, which I love.

Repeating what I said earlier, I would put the scar vet on the carnosaur with the armour of meteoric iron (4+ to 5+ plus a lot more toughness and wounds to ensure you can swing that great sword) and put the old blood on a horned one where they can use the armour of destiny.

Can put the BSB on the carnosaur too to extend its range by 6".
 
I mean, if I see people make rules mistakes and then also not acknowledging that rules mistake i get pretty suspect yes if people know the rules. An oh, i guess i was wrong that potion does not work like that, my bad, ill change my list, will go a long way. If you just kinda ignore that and just carry on talking about something else, i mean, i will start questioning a lot of things quite quickly. I do not think you are an idiot, i don't know you. Most people playing Warhammer are definitely also not idiots, the game is quite hard so most people playing are not idiots at all i would say :). Rules in TOW are also formatted pretty poorly, i am finding out new things still about the rules as well just because stuff is put all over the place in the book. I just saw you made a rules mistake so i think it is likely you have made more rules mistake if you come to a conclusion almost nobody comes to (that being that Salamanders are good, they are really with Razordons considered our worst unit by far). I guess the rules did change on the potion, it is quite bad atm.

I am still kinda confused how they would do well against Beastmen. My main problem with them is that they are too slow and will never get into range before being charged/shot to bits. I mean a unit like Harpies have a threat range of like 18 inches with fly and swiftstride, if you want to flame them you have to start your turn within like 7-8 inches of them, so that means your opponent basically landed his Harpies right next to your Salamander? It sounds to me a good opponent will not let that happen, he should just be able to charge you right with his 360 degrees of vision as well without you ever getting a shot of right.. ? 5 Harpies rip a Salamander to shreds as well in 1 turn of close combat, you should not be able to even fight back once.
I'm having a bit of trouble explaining the whole battle to you, at least in broad terms: two units of harpies charged the skinks and broke through. the salamander, kept close to the saurus infantry, is found firing on a Gor unit, finding the harpies in the middle. for the potion I also wrote that I was confused... I suppose you never make mistakes. I'm sorry to tell you but you are too arrogant in writing, you place yourself above those you don't know.
 
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