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9th Age 9th Age (beta) out now - check link in first post

except that it wouldn't be <.<

Stegadon is currently S6/T6 and have a ridiculous impact hit (once upgraded) and can shoot with either the blowpipes or bolt thrower.

Tons of difference xD

That's why I said mini stegadon. Increasing the Bastiladon's fighting stats would increase it's similarity to the Stegadon. I think fostering greater variation within the army is extremely important. I'd prefer the bastiladon to be a cheap buff-wagon / support monster, but you're free to feel differently.
 
I'm just not seeing it though. The troglodon have S5 as well? Is it because both the stegadon and bastiladon are fat and the troglodon is slender and sexy?

While I agree on the notion to have different units I favor versatility. A bastiladon wouldn't suddenly become a chimera devouring all things mortal, it would just be able to actually have a decent thunderstomp and thus grant some support in against infantry.

It would still mainly be a buff wagon, but I'm failing to see why it should be a buff wagon and buff wagon only.

The monster could still be cheap. I've never said anything about making it expensive :)
 
Is it because both the stegadon and bastiladon are fat and the troglodon is slender and sexy?
Obviously it has nothing to do with the shape of the model. I just feel that your suggestions would decrease the gap between the steggy and the bastiladon. The Troglodon is a completely different beast all together, it doesn't really seem to have a specific place or role in our army. That thing is just a mess.

The monster could still be cheap. I've never said anything about making it expensive :)
If you don't make it expensive, then you're running the risk of making it overly powerful and cheesy. I feel it is already too good for its points cost in 9th age.
 
Give our saurus I2. Astiladon gived nearby units +1I. Troglodon is a magical creature that at the start of the active players turn he can choose one unit within 12 inch to buff +1WS. How would you guys feel about that?
 
Also some have been talking about getting us a lvl 4 skink priest so we are not all about the slann. Well if you do that then tekko loses all he's fluff. Make tekko a lvl 4 with the right price tagg, with the new phatmaster he has 2 spells to choose from, this way he will have 4.... Give the option to take a lvl 3 skink priest and get the troglodon: choose one caster this caster has +1 to casting and dispelling. Being able to make our slann a lvl 5 wich fits fluff wise ( only if the slann suffers some of it powers with the disciplines, maybe let him take 2, 1 is definatly not enough) and also giving us an option to take a lvl 4 skink preist this way. Also give this lvl 3 skink caster more lores. Light life heavens and beasts for example. It is not a very good idea im just giving as option if they do want to keep our slann down a bit. I dunno...

Edit this also will make an enemy choose between firing at the trog or the carno...

IMPORTANT EDIT* The more I think about it the more I like the idea. Ofc the +1 ws would fall off. Just need to work the idea out a bit more, unless you guys don't like it ofc. If you guys, like me, dont want to see the slann change so with all the disciplines he had and all. Give troggy this for only skink priests and give it some cool name that makes clear that the trog and skink priests have some sort of special bond... this seems more legit to me. To add some fun to this you can even give the skink an extra spell roll d8 on table to see wich lore roll d6 to see wich spell can be swapped for signature spell. XD this gives 4 spells though adds some fun factor. If the spell was already known the extra spell was lost = no affect happens. Less fun but better: choose a lore generate a spell like normal, although this might be to powerfull since then you can just see what signature spell you want..
 
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Being able to make our slann a lvl 5 wich fits fluff wise
Agreed, I don't know why they haven't been made lv 5's a long time ago.

Metal life heavens and beasts
I think Life would work better, as it fits more with the nature theme the Skinks have.
Light if one focuses on the fact that Lizardmen are against Daemons, or Fire, because.... well.... nature.
 
We need to notice something: The slann has been tuned down, and he probably is because the rest of army has been upped in Combat context.

While I think they cut too much meat of the froglegs, I can see why.
This is draft 1, and I think they will fix it in future systems.

also: remember that 9th age is focused on the Game as a Game. Fluff has very little to do with it.

Regarding what lores skink priest should have acces to: Life, heavens, beast and light seems like the proper things.
Metal/ Alchemy is not of lizardmen essence in my opinion.
 
I know for the lores metal was off and light should be in there. Read the new edit, what do you think :p. I'm at work now but tnight i will make it proper for a suggestion.
 
Wait, skink chiefs dropped 5pts. With how javelins work I would actually consider bringing a cheap chief in a cohort unit to do some pew pew shooting. 10 wide is. With a naked chief that's 130pts with no command for 19 S4 shots and one S5 shot :p
 
We need to notice something: The slann has been tuned down, and he probably is because the rest of army has been upped in Combat context.

While I think they cut too much meat of the froglegs, I can see why.
This is draft 1, and I think they will fix it in future systems.

also: remember that 9th age is focused on the Game as a Game. Fluff has very little to do with it.

Regarding what lores skink priest should have acces to: Life, heavens, beast and light seems like the proper things.
Metal/ Alchemy is not of lizardmen essence in my opinion.

I agree, but we still suffer some places.
- Without the new bastiladon we still suffer army wide low WS.
- We have 3 units at I1 (saurus warriors, kroxigors and bastiladon)
- Generally speaking we have low initiative.
- We don't have actual artillery with the exception of the steggy bolt thrower at 200pts+.

Our army on the whole didn't see actual powerboost, what we gained was underused units now being easier to use. Saurus Warriors, Kroxigors, Cold One Riders and our monsters were all units we didn't use if we didn't have to (depending on how casual your gaming group is). It's not as if our cowboys got better, nor our slann or the skinks (they got a different purpose, but not better-better).

Meanwhile we're also being forced into a new direection. We can only take 4 of the same core units meaning no more skink cloud as we used to. Personally I'm not fan of that approach because other units should be so good that we'd willingly take them and not because we're forced to.

Then there's the fact that the Slann is our centerpiece. He always have been and always will be (hopefully haha). I don't mind the slann being somewhat more streamlined, but this is waaaayy too harsh.
If we're going to take that approach then give back generations and start with having the slann be 250pts for the cheapest and 400-450pts for the most expensive, not counting the BSB upgrade/items.
 
I agree with all this.
Also posted some of those points in the 9th Forum on Warhammer.org.

They need to take a good look at what direction they are forcing Lizardmen.
If its a combat army, it need a combat boost beyond the Bastila-wagons.
 
It might have to do with the very magic heavy lizardmen lists that are in the current etc.
 
If its a combat army, it need a combat boost beyond the Bastila-wagons.

I don't think that is the right way to go, the way I see the Lizards is kind of a Combat army, but supported with some of the most potent Magic and Monsters.
If the army looses that, well then some of the reason why I play Lizardmen would be gone, and that would be a shame.
 
I agree with all this.
Also posted some of those points in the 9th Forum on Warhammer.org.

They need to take a good look at what direction they are forcing Lizardmen.
If its a combat army, it need a combat boost beyond the Bastila-wagons.

No please god no xD We'd otherwise just be WoC jungle version.

Let us be a good combat army that becomes great with magical support. That part failed in part with 8th edition due to how flimsy magic was. I want my Slann to actually be more powerful than most (all) other mages. The current proposal doesn't do that. :)
 
btw mr phat they're moving most of the discussion to their own board.
 
No please god no xD We'd otherwise just be WoC jungle version.

Let us be a good combat army that becomes great with magical support. That part failed in part with 8th edition due to how flimsy magic was. I want my Slann to actually be more powerful than most (all) other mages. The current proposal doesn't do that. :)

Agreed. What made Lizardmen special was that we could dominate magic and effectively compete (but not dominate) in all of the other phases (shooting, close combat, movement). Lizardmen always possessed a great deal of flexibility and creative army building allowed us to specialize our focus to match our play style. The only thing which we couldn't build for was long range shooting (the giant bow doesn't count for obvious reasons). The 9th Age beta has really crippled this flexibility by standardizing the Slann.
 
Cool pink! I think that would be great having you supervising the LM part of the forum ;)
 
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No please god no xD We'd otherwise just be WoC jungle version.

Yea I know! I dont want that either!
But rather that than getting cut the slann to be a combat army with laughable combat!
 
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