Chameleon Skink
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One comment. Until FAQ, there will be an open debate as to whether the death hag and the two crew on the cauldron can use their extra hand weapon since, per the BRB, two hand weapons are not allowed for models on mounts.
This is the rest of my comments with discussion of mages, lore choices and magic items in their new book.
Lores:
Dark Magic is a good supporting lore but not likely to be a primary lore. Dark Elf generals are drooling over life because the ability to regenerate and recover wounds, avoid miscasts consequences with sac dagger. They also like lore of beasts to address the low T and S of dark elf infantry and for amber spear. Still, you are likely to see lvl 4's taking death and shadow, with death having good synergy with dark magic now.
A lvl 2 with dark magic for example may take tome of furion to auto choose one spell and roll for the other. Which dark magic spelll is taken with the tome depends on the match up and your army build.
I lot of dark elves like the boosted Word of Pain (12+ but really 11+ with the +1 dark mage boost) that reduces WS, BS, I and S by D3. This ensures re-rolls to hit with ASF and increases the hit rate and reduces the likelihood of being hit if WS is reduced to 1.
Shroud of Despair is popular against armies that are not ITP. It causes all enemy units within 12" of the mage to ignore the Hold Your Ground and Inpiring Presence special rules (this spell is potentially very effective against monsters and skinks in a LM army but could hurt even saurus and TG units.
Soul Stealer is popular against lower T and/or high AS units. It does an S2 with no AS hit to each model touched by a small template scattering D6" and the mage gains a wound for every unsaved wound caused by the spell up to a max of 10 wqounds on the mage (likely to be chosen against larger skink units and armies but not when running saurus and similarly tough models).
Occasionally you may see black horror being cast which is a vortex template spell which causes an S test for each model touched/passed over the the template with no save for the model other than a ward save, this means a multiwound models will die on a single failed S test unless they have a ward save.
Black hooror is most likely to be cast by a mage able to get close to and possibly on the flank of a unit or group of units, such as a dark mage on a dark steed in a unit of warlocks or dark riders. The ability to cast the boosted Word of Pain to reduce S, or an Enfeeble with a lvl 4 shadow mage, or the war locks casting soulblight to reduce S and T by 1 are all ways to increase the effectiveness of black horror vortex when a good winds of magic roll comes up and/or a lvl 4 carries the sac dagger to ensure her spells get off. The black horror vortex will take out 2/3's of the skinks and 1/3 of saurus and TG models touched without a prior S hex.
Shourd of Despair with doom and darkness in lore of death is another combo to look out for with a dark magic lvl 2 and a death lvl 4.
Bladewind (effectively 8+ to cast within 24") is an issue for skinks because every model in the unit takes a WS test and if failed, suffers an S4 AP hit. Bladewind cast on a unit of 10 chameleon skinks, skink cohorts, or skink skirmishers will kill 5/9s of the models, or 5.55 out of ten on average. Also, the lore attribute will take down additional skinks with 2D6 S1 AP additional hits on the unit given skinks are T2. This spell will similarly be effective/wprth casting on saurus hordes and even larger TG units, killing on average slightly more than one out of five saurus models in the entire unit because S4 Ap is -2 to AS. Considering the casting cost, this is a high value spell. against lizardmen.
Magic Items to look out for:
Cloak of Twilight as mentioned gives 3++ to shooting and spells and KB and D3 wounds on first round of combat and is an enchanted item.
Black Dragon Egg: is an enchanted item that gives the model S6 and T6 and a S2 breath weapon with no armour saves for one use only.
Black Amulet: Talisman gives 4++ ward and if the ward save is successful it directs an autowound with no armour save on the opposing model if in a challenge.
Ring of Hotek: Talisman, gives MR3 and all spells cast by opposing mages targetting any units within 6" of the bearer suffer miscasts (no IF) on any double 1's in addition to the normal double 6's IF and miscast. This basically doubles the risk of miscasts whenever you target a unit within 6" of the ring., including when a mage casts an augment.
Sacrificial Dagger: is basically the same as before except dark mages lost cheaper models to sacrifice and ia sacrifice is only successful if the bearer rolls a 4+ on a D6, but may continue to attempt until successful once per casting attempt. With dark elf models being more expensive and the dagger being less predictable and working half the time, mages will use this item less than before and a lot more judiciously but it still will be used.
Tome of Furion: allows the bearer/mage to choose one dark magic spell but must roll for the remaining spells if greater than lvl 1.
This is the rest of my comments with discussion of mages, lore choices and magic items in their new book.
Lores:
Dark Magic is a good supporting lore but not likely to be a primary lore. Dark Elf generals are drooling over life because the ability to regenerate and recover wounds, avoid miscasts consequences with sac dagger. They also like lore of beasts to address the low T and S of dark elf infantry and for amber spear. Still, you are likely to see lvl 4's taking death and shadow, with death having good synergy with dark magic now.
A lvl 2 with dark magic for example may take tome of furion to auto choose one spell and roll for the other. Which dark magic spelll is taken with the tome depends on the match up and your army build.
I lot of dark elves like the boosted Word of Pain (12+ but really 11+ with the +1 dark mage boost) that reduces WS, BS, I and S by D3. This ensures re-rolls to hit with ASF and increases the hit rate and reduces the likelihood of being hit if WS is reduced to 1.
Shroud of Despair is popular against armies that are not ITP. It causes all enemy units within 12" of the mage to ignore the Hold Your Ground and Inpiring Presence special rules (this spell is potentially very effective against monsters and skinks in a LM army but could hurt even saurus and TG units.
Soul Stealer is popular against lower T and/or high AS units. It does an S2 with no AS hit to each model touched by a small template scattering D6" and the mage gains a wound for every unsaved wound caused by the spell up to a max of 10 wqounds on the mage (likely to be chosen against larger skink units and armies but not when running saurus and similarly tough models).
Occasionally you may see black horror being cast which is a vortex template spell which causes an S test for each model touched/passed over the the template with no save for the model other than a ward save, this means a multiwound models will die on a single failed S test unless they have a ward save.
Black hooror is most likely to be cast by a mage able to get close to and possibly on the flank of a unit or group of units, such as a dark mage on a dark steed in a unit of warlocks or dark riders. The ability to cast the boosted Word of Pain to reduce S, or an Enfeeble with a lvl 4 shadow mage, or the war locks casting soulblight to reduce S and T by 1 are all ways to increase the effectiveness of black horror vortex when a good winds of magic roll comes up and/or a lvl 4 carries the sac dagger to ensure her spells get off. The black horror vortex will take out 2/3's of the skinks and 1/3 of saurus and TG models touched without a prior S hex.
Shourd of Despair with doom and darkness in lore of death is another combo to look out for with a dark magic lvl 2 and a death lvl 4.
Bladewind (effectively 8+ to cast within 24") is an issue for skinks because every model in the unit takes a WS test and if failed, suffers an S4 AP hit. Bladewind cast on a unit of 10 chameleon skinks, skink cohorts, or skink skirmishers will kill 5/9s of the models, or 5.55 out of ten on average. Also, the lore attribute will take down additional skinks with 2D6 S1 AP additional hits on the unit given skinks are T2. This spell will similarly be effective/wprth casting on saurus hordes and even larger TG units, killing on average slightly more than one out of five saurus models in the entire unit because S4 Ap is -2 to AS. Considering the casting cost, this is a high value spell. against lizardmen.
Magic Items to look out for:
Cloak of Twilight as mentioned gives 3++ to shooting and spells and KB and D3 wounds on first round of combat and is an enchanted item.
Black Dragon Egg: is an enchanted item that gives the model S6 and T6 and a S2 breath weapon with no armour saves for one use only.
Black Amulet: Talisman gives 4++ ward and if the ward save is successful it directs an autowound with no armour save on the opposing model if in a challenge.
Ring of Hotek: Talisman, gives MR3 and all spells cast by opposing mages targetting any units within 6" of the bearer suffer miscasts (no IF) on any double 1's in addition to the normal double 6's IF and miscast. This basically doubles the risk of miscasts whenever you target a unit within 6" of the ring., including when a mage casts an augment.
Sacrificial Dagger: is basically the same as before except dark mages lost cheaper models to sacrifice and ia sacrifice is only successful if the bearer rolls a 4+ on a D6, but may continue to attempt until successful once per casting attempt. With dark elf models being more expensive and the dagger being less predictable and working half the time, mages will use this item less than before and a lot more judiciously but it still will be used.
Tome of Furion: allows the bearer/mage to choose one dark magic spell but must roll for the remaining spells if greater than lvl 1.