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7th Ed. snakemen archers

Skink

Smokey526

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ive heard a rumor that there will be a new archer unit called snakemen ;)

these are pics of what i think is 1980s warhammer snakemen

 
That's odd. Are you sure you're not confusing them with the Red Host Kroxigor?

RHK11.jpg
 
I like the idea of an archer unit tho... it will help the overall balance of Lizardmen
 
asrodrig said:
That's odd. Are you sure you're not confusing them with the Red Host Kroxigor?

RHK11.jpg

yeah im sure
its just sumthin i read when i was reading rumors on the net and looked up these pics
 
This is a rumour from months ago that has been disproven by the recent sightings of the actual army book. Most people were very dubious of them in the first place anyway though, as they didn't seem to mesh very well with the rest of the army. Also, snakemen are usually chaos aligned (nagas for instance)
 
Te - Hekai said:
This is a rumour from months ago that has been disproven by the recent sightings of the actual army book. Most people were very dubious of them in the first place anyway though, as they didn't seem to mesh very well with the rest of the army. Also, snakemen are usually chaos aligned (nagas for instance)

well i think the lizardmen need archers but o well
 
Smokey526 said:
well i think the lizardmen need archers but o well

I agree. Wasn't there Skink archers in 5th ed? Or earlier than that, maybe? I personally would like to see some more ranged attackers, like Saurus Slingers or something like that.
 
But the point is that every army has certain weaknesses, and one of the lizardmen's is a lack of long range firepower. Putting something like fast moving, long-ranged archers into the list would be combating an obvious weakness, and this is something game designers generally avoid doing.

Look at the new WOC book for example: it the old hordes of chaos, they could take a vast variety of different troops for different situations. In the new book however, they have been limeted somewhat. However the troops they can now take are DEADLY in combat, but slow. If the army was given tools (such as lots of war machines) to counter this weakness, then it would change the dynamic of the army.

It's the same with lizardmen; we focus on movement and magic, and also movement and short-range shooting. A unit of archers with long range just wouldn't fit with the style of the army.
 
Hm, that's a good point. I had never really thought of that, but it's quite true when you think of it.
 
Te - Hekai said:
But the point is that every army has certain weaknesses, and one of the lizardmen's is a lack of long range firepower. Putting something like fast moving, long-ranged archers into the list would be combating an obvious weakness, and this is something game designers generally avoid doing.

Look at the new WOC book for example: it the old hordes of chaos, they could take a vast variety of different troops for different situations. In the new book however, they have been limeted somewhat. However the troops they can now take are DEADLY in combat, but slow. If the army was given tools (such as lots of war machines) to counter this weakness, then it would change the dynamic of the army.

It's the same with lizardmen; we focus on movement and magic, and also movement and short-range shooting. A unit of archers with long range just wouldn't fit with the style of the army.

I agree. It's much like when playing a RPG game, you choose a character with class and race abilities. It would be boring if all the classes and races had the same approach to the game. It would turn out to be rather bad gameplay. It's the same when choosing an army in Warhammer. It would be boring if all the races and armies you could build would have the same strenghts and weaknesses.

As a general of an army, its up to us to get the best out of our strenghts and don't lett our opponent take advantage of our weakness. It's quit obvious when you think of it. We do whant warhammer to be fun right, so it needs a bit of variation but at the same time balanced
 
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