Saurus
stormtruperTK41
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Razzat said:Stormtrooper. You have read the book already? or am I being dumb?
I can neither confirm nor deny such a claim
Razzat said:Stormtrooper. You have read the book already? or am I being dumb?
Malebranche said:Dont suppose you could clarify the rules for the Troglodon acid spit and what his skink rider does?
Slanputin said:Don't want to bombard you with another question (I lie, I really want to), but are Temple Guard, CoC and the BSB still the only units who can take Magic Banners?
While book (of hoeth) is powerful on the defense, it's not ALL that gravy on offense. If you roll a 6, rerolling any of the dice gives you 16,67% of miscasting. More often than not, I would NOT want that risk. Also, it's quite often that reroll will not improve your score, and I've seen many a time it reduces your score.
While I agree it's the best arcane item in the game, I'm REALLY liking the Slan's disciplines. With extra dice from DD, and with heavy channelling, I see it often as having 2 extra dice, and not that rarely even 3 extra dice.
That, and the access to twelve spells (the best lore that suits your list and the signatures), and 8 lore attributes. Mind you that you can do sick tricks with shadow and another hero, that you can heal your monsters with life, that you can demolish undead/daemon units with light (3D6 S6? Yes please), that you make cavalry units sweat with metal, make other heroes sweat with death, that you can one-shot nuisance units with boosted fireball, that you can boost your basic saurus to sick levels with beast, and that you can do all sorts of funny things with heavens. And all of those with a little help from that skink priest that you'll have for the scroll(s), for neutering PF, and for some more beast signature goodness.
And if that's not enough for you, he's as protected from miscasts as you can get (you can take rod of reroll + his discipline if discipline is not good enough)
One of the main reasons people are taking double slann for the highest level competitive Lizardmen armies is to have access to more than just one Lore - because often that's not enough.
I'm REALLY liking the options the Slann appears to have - there are SO MANY tactical options with 4 spells + 8 signatures. I think that he'll still be THE caster in the game, and I _think_ that he'll be more useful than before.
Vilicate said:Malebranche said:Dont suppose you could clarify the rules for the Troglodon acid spit and what his skink rider does?
Also pretty eager to hear exactly what this does - seems like the 2d6 S5 shots with D3 wounds is maybe a little far-fetched.
olderplayer said:First, a lot of information is coming from Warseer, Dakka, a German site, Spanish sites, and posted photos of pages from the book and discussions in White Dwarf (including pages you can read with the ability to zoom in with a camera phone or my magnifying jeweler's scopes I use for fine paiinting. What is missing are some of the subtleties and context of the whole book and the fact that some of the posters with access to the book are a bit sloppy or casual readers and may get minor details and miss things.
Second, the fact that we've gotten a pretty good glimpse is evidence that the discussion has devolved from revealing what is in the new army book (points cost changes, rules changes, units, etc.) to more rules debates and the customary whiining and crying over the fact that GW nerfed some crtuch people relied upon in the old book or changed the rules and points costs and magic items forcing you to adjust your army composition and play-style at least a bit. If you were relying on an uber lore of life/death/metal or light slann with loremaster, cupped hands, becalming and focused rumination bunkered in a TG or saurus unit to win games, then you probably needed a good jolt to learn to play with strategy and tactics instead of just bombing (with life) throne of vines, dwellers, and felsh to stone with an occasional earthblood and regrowth and marching forward to roll over the magically depleted (dwellers, purplse sun, trans to gold, or death sniping spells) and poison shooting depleted opposing army.
Third, the point cost changes and magic items and disciplines and a lot of the abilities and special rules new to the new book are largely correct and consistent with the 8th ed army book trends As is the case with all GW army books and rules books in general, because thdy do not play a lot of games and do not play competitive armies in all-comers tournaments and seem averse to that community of players, there are clearly a few headscratching rules additions and changes and aome point costs for models or items that one can take issue with. That being said, I'm very happy Vetok wrote this book and Vetok did play-test the book extenstively (based on his White Dwarf discussion and a few posts from those than have spoken with him,). He really tried to write a fair and balanced book in the context of 8th edition.
I'm no GW defender and, in fact, have blistered them in some posts, especially over their horrible management of the US market (terrible marketing and tick off their indy retailers too often causing large shifts of players out of the WHFB and LOTR games and/or to alt gaming systems) and the new Daemons book (poorly written rules and very bad internal balance and point costing limits the viable army builds for competitive play).
I frankly do not get the jumping off a cliff over the PF rule. It may be that they intended that the Slann be counted as a skink-type model or will address that. Most of my and my son's (a ranked GT player that has won best general in major GTs) combats with my skrox, saurus and TG units are grinding battles where the extra possible attacks can make a big difference over a couple of rounds of combat and with steadfast/stubborn units pursuits are less frequent and generally chosen over retraint anyway. Deploy and set up and pick your battles to deal with PF pursuit issues and you'll be fine. A good LM army should run some MSU skink unit with posion shooting to act as chaff, bait and flee, and clear chaff and wound some monsters anyway. Poeple vastly underestimate the role of a 50 point, 10 skink ranked unit with poisoned javelins to control the flow of battle and wound some tough stuff. That unit lost one pip of LD and gained one pip of armou save.
olderplayer said:In answer to above, numerous places confirm that the Troglodon has 2D6 S5 shots and has the D3 multiple wounds special rule. Not D3 shots. D3 makes little sense.
olderplayer said:I very much doubt that the discipline allowing one to take all 8 signature spells in the common magic lores (which is a great option and seems undercosted BTW) would also allow one a roll for 4 additional spells in a chosen lore. If so under RAW, I would expect an errata on that issue because it seems consistent with the HE loremaster character option but with a lvl 4 slann with additional discipline options.