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7th Ed. Rumors about new Book

Mordechai said:
5- Slann same points and causin fear?!?! don´t know... I prefer a low cost instead of fear....
Fear means that the Slann's unit cannot autobreak. So we can get Stubborn LD9 Temple Guard with the BSB Slann in it that will almost never flee.
 
kroxigor01 wrote:
Fear means that the Slann's unit cannot autobreak. So we can get Stubborn LD9 Temple Guard with the BSB Slann in it that will almost never flee.

Oka, but i don´t bealive that this fear ability on the Slann can justify the same cost on this new book....


By the way, they could give him a better iniciative or say it that because the palaquim is a slow, magic, flying device, he is not affected by the Pit of Shades...
 
Wait till you see what spells are in the lore of the old ones before saying he's too expensive. They may just be ungodly powerful spells.

Also, predatory fighting gives 1 attack to front rank now? Does that mean saurus warriors are WS4 and front rank has 3 attacks AND cost 10 points. I don't believe it.
 
Pinkus said:
Wait till you see what spells are in the lore of the old ones before saying he's too expensive. They may just be ungodly powerful spells.

Also, predatory fighting gives 1 attack to front rank now? Does that mean saurus warriors are WS4 and front rank has 3 attacks AND cost 10 points. I don't believe it.
I think they will reduce the base attacks of Saurus to 1, but then effectively increase it back to 2 with the Predatory Fighting rule.
 
kroxigor01 said:
Pinkus said:
Wait till you see what spells are in the lore of the old ones before saying he's too expensive. They may just be ungodly powerful spells.

Also, predatory fighting gives 1 attack to front rank now? Does that mean saurus warriors are WS4 and front rank has 3 attacks AND cost 10 points. I don't believe it.
I think they will reduce the base attacks of Saurus to 1, but then effectively increase it back to 2 with the Predatory Fighting rule.
I thought so too, but why would they say the 2nd rank loses an attack. If they started with 1 and you gave them spears your back rank would have 0 attacks.
 
What they mean is instead of having two attacks like the front rank, spears would only contribute 1 attack, instead of two. It's easier to think of it as Saurus having a base Attack of 2, which is reduced to 1 when the spears attack from the back ranks.
 
*Predetory fighter: front rank gets +1 A while the second rows lose one attack. Confirmed
It clearly states that front rank gets +1 attack, which would make it 3.
 
Basically all my wishes come true!
More Characters, units to choose from and Revisitation of Mazdamundi and Nakai :D

Though i don't like the idea of cohort skinks, I would not complain becouse of more choises variaty of units make a more divers army overall and that makes better gameplay:)

Only hope ther is going to bee more magic items as well... As for now, I tend to use the same items over and over again...
 
Stegs are now speical and there's a mega steg for the rare.

*hopes against Hope*

I wanna a Dinozilla Army. to go with my Nidzilla.
 
That would be cool to see stegs as specail, might help sell them also.
 
Latest rumours from warseer

Cold-Blooded rule stays as it is now.

LORDS
Slann - T4, W5, 4+ WardSave, US3; can miscast as normal; cannot mix lores anymore; lost +1 to cast and dispell; max 4 abilities chosen from the list - first for free, all 4 for 150 points (I'm guessing 0+25+50+75) - theultimateqpa skipped 1 ability - MR(3)

Old Blood - stats remain the same; no spawnings; AS 4+; may ride Carnosaur (S7, T5, W5, not a large target

HEROES
Scar Veteran - +1T, 5+ AS, same points

Skink Hero and Priest - may ride terradon and both versions of Stegadon (Priest on the Engine gets +1 power dice)

CORE
Skink - rank&file, 5 points, javelin and shield, have command group, Ld 6, 1 kroxigor (55pts) per 8 skinks; may skirmish for +2p (blowpipe)

Saurus - scaly skin 5+

Swarm - posion, 15 pts cheaper

SPECIAL
Cold One Riders - 2+ AS, same points

Kroxigor - S4, 4+ AS, 55 pts, no skirmish screen

Chameleons - 3 pts cheaper, no special deployment

Terradons - mount S4, rider S3 (javelin only), may fly into woods; throw rocks - once per game D3 S4 hits per model

Stegadon - S5, T6, A4, Ld6, 4+ AS, D6+1 impact hits; may have big blowpipe (12", 2D6 S3 auto or no modifiers hits), giant bow with poison

Temple Guard - may have 2+ AS, stubborn and ItP with Slann, WS4, halberds, 1 point cheaper


RARE
Ancient Stegadon - S6, A3, 2+ AS; may have 2 blowpipes but no bow

Engine of the Gods - gives powers like cauldron of blood: 5+ward for friendly units within 12", or D6 S4 hits with no AS to enemies in 2D6", reducing spell difficulty and something more

Salamander - probably move or fire (conflicting rumours on that), flame template shot at artillery dice inches, S3 -3AS, 55 pts

Razodon - same as salamanders, but: may move and fire, shoot artillery dice of S4 hits within 12", need to roll to hit (BS3), but no modifiers for long range, being charged, moving or multiple shots; have to choose S&S as charge reaction, 56 pts

Heroes cannot join salamanders nor razodons, but handlers do not line into combat.


MAGIC ITEMS
Weapons:
Lance for skink - gives stegadon 2D6+2 impact hits
blade of realities
ASF
S6 no AS

Armour: very similar and cheaper

Talismans: 5+ward, 2+ward one use, no 4+ward

Enchanted Items:
flying for skink
jaguar charm - bound spell steed of shadows
25 pts bound spell with uranos thunderbolt at level 6
some magic attacks

Arcane: diadem, +1 spell

Banners:
100pts - 12" stubborn for cavalry
-1 to hit for shooting
huanchi probably the same (or giving +D6" to charge - no consent on that)

I really don't like what they've done to the Slann. It genuinely doesn't bother me that his pts cost is lower, they've made him a far weaker caster, which was a massive mistake IMHO.

The 100pt banner looks unlikely, I think that has either been mistranslated (original source was polish gamesday) or misremembered. I'm very excited about the engine of the gods, and the uranons thunderbolt bound item (lvl 6 is sic!)

The skink stegadon lance should also be awesome. I'm hoping you can give it to a priest on an engine of the gods...

Also temple guard are going to be immense. Potential for 2+ sv in combat, cold blooded Ld8 stubborn WITH a reroll, and immune to psych when joined by a Slann. Add to that the Slann's MR3, and perhaps a skink skirmish screen and you've got a unit which will be almost impossible to get rid of without slogging manually through each member of the unit.
 
Hmmm, Hope they don't dwindle too far from the original Lizardmen concept of mustering the most powerful caster in the Warhammer game... I also hope to see more items and and characters...
Strange to see a boost in the Scar-Vet. Personally I see him as the strongest bit in the Lizardmen army, giving a strong and versatile character with no obvious weakness..
I would rather give some upgrades on the Oldblood, since there isn't to much difference from the Hero Saurus that can justify thouse 60 extra pts.
 
Not a big fan of the Slann updates. I hope those turn out false. I'd rather have an expensive spellcaster who can easily rape all but the Greater Daemon of Tzeentch himself, and have enough power to give that bastard a run for his money.
 
It would be sad to find the Slann nerfed. I have been facing the new DE and VC adn they have some crazy new magic. this would be terrible that the most powerful mages in teh Warhammer world be dumbed down and be suject to the magic prowes of the DE or VC armies. The winds of magic are OURS to weaves as we see fit and not being able to cast from multiple schools really kills that. Perhaps there will be an ability to take specific spells or maybe the Slann's new school of magic is just that AWESOME that we don't need to pick from the traditional schools. I will not count them lost just yet but am a liul discouraged.
 
I agree with FrozenLizard. As the Old ones chosen the slann realy should be able to more or less rule the magic phase, and as writhen in the Warhammer history where Kroak banishes a host of Greater Deamons, A HOST of GREATER DEAMONS!! thats takes an extremly amount of Power and Might to achive!, Its easy to understand that these are not mere giant toads, but closer to living demigods. And after the new and far from weakened chaos edition is released, Lizardmens nr. 1 ace: Magic has to stand against the rising threat from the north as strong as ever before. The world depends on it, and with it, the great plan of the Old ones...
 
Nerfing the slann shall be false or i'll personally kick my own ass!

nerfing the kroxxies must also be false, for i've always wanted to smash some chariots for good.

i hope for the slann magic to be great, or i would just skip using the slann.

so basicly i hope that the lizzies bacome stronger, just like chaos and some others.

i would also like the spawnings to become lika marks, so it don't affect the units "class".
 
New rumors are up... I don't like spreading them, but these look a bit more promising than the last few sets. I took these from the battlereporter blog.

Generic rules
Predatory fighter is gone, all saurus do indeed have a 5+ scaly skin save as base.

Slann
May cast through skink priests, you measure both distance and LOS from the priest.

The new slann powers are called disiplines and a slann may choose up to four including powers like Terror, regenerate, 3MR etc

Old blood
4+ scaly skin save, may take horned one (yup you read me right so he doesn't have stupidity and has M8)

Tiktak'to
Has a more powerful Terradon with KB
A magical mask (I'm not giving it's bonuses away just yet)
May lead a terradon unit from any table edge of your choosing (rear charge on enemy war machines anybody?).

Chakax
Very nasty, if used with TG the whole unit is unbreakable.
Has magical GW which makes all magic weapons in CC count only as mundane weapons.
Becomes even more powerful in challenges, gaining a 5+ward, re-roll failed hits and his opponant always strikes last! D:

Krok-gar
His spear has changed and hand of the gods is now a bound spell (keeping info on how the new spear rules work as a secret for the moment).

Carnosaur
Ultimate predator has been changed, it now does D3 wounds against EVERYTHING!

Skinks
Can now be ranked or skirmish.
Improved LD

COR
cheaper plus initiative boost.

Temple guard
0-1 is gone, they are now special choice.
Stubborn, if used with a Slann they become immune to pyschology.

Kroxigor
4+ Scaly skin save, I didn't read anything about a strength reduction (though it still might be there).
1 kroxigor may be put in a unit of 8 or more skinks, but does not count towards a special choice.

Terradons
Drop rocks is back but not as powerful (again keeping the full details quiet for the moment).
Is also an option for a skink chief.

Salamanders
It mentioned artillery dice and templates.
special choice.
Breath weapon: Strength 3 but -3 to AS

Razordon
Strength 4 spikes.

Banners
Huanchi is still one use only but now adds D6 to your charge range.

Link:
http://battlereporter.blogspot.com/sear ... 0Lizardmen
 
With the Ancient Powers, it is possible to make a Slann almost identical to the old 2nd generation, and still for much much cheaper.
 
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