Salamander
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Same stats as they did in 6th but 20 points cheaper.Why? I guess they are not unstable anymore but that ain't a big deal right.
Same stats as they did in 6th but 20 points cheaper.Why? I guess they are not unstable anymore but that ain't a big deal right.
I also hate to say it but Slann look maybe kinda.. bad? They are expensive, have to run solo so they are way more easily caught than before, they are just a normal lvl 4 caster, disciplines look very meh, I don't know why you would take them really. Carnosaurs look like our only half way viable way to get rid of a Dragon and a lot more points effective.
Maybe I'm in the minority....but I kinda like that a unit of Saurus Warriors are compulsory.
Lore of Lustria looks underwhelming. Pretty disappointed in spells appearing weak.
And @Scalenex, it'd be great if we could have a new TOW tag for threads in this subforum, please.
So I've bee a reader of Lustria Online since a little bit after WH The End Times, but never a poster. Long term aspirations to do a lizardman project for 8th/9th age/WAP. They were what introduced me first to WHFB in my friends basement in 1998. I, foolishly though, got brettonians as my models when it came time to get an army. And while I still play for the lady, I secretly wish to enact the great plan. Have a bunch of models. Built a bunch. Would read lore and occasionally build lists... but never had time to paint due to other projects and a general lack of opponents put the scaly bois low on my priorities.
This brings me to The Old World. While I am saddened that lizards aren't core, I get why. But with today I am really excited to finally start down the path of the Old Ones.
As I read through the Army List, I am coming to it with little 8th playtime and biases, as the last I really played a bunch of Fantasy was 7th and that was YEARS ago now.
A major thing to think on
-Spears vs Hand Weapons on Saurus
So spears have fight in extra rank, but our hand weapons are obsidian blades, so give us a natural -1 AP. This seems really powerful in this edition, but without "step-up" and our natural low initiative, the spears may be preferable to pump up attacks.
However charging and flank charges can give a significant increase to that, and a well placed bastillidon can push you over that edge.
So IMO it comes down to intent. If you are going to be using a saurus block as an anchor for your line, something to take charges and defend the flanks of other units- Spears, all day every day.
BUT if you are hunting with them, going out and charging, back them up with a solar engine... and all the sudden hand weapons look like the choice to make. As long as you are at least simultaneous, the seems to be right killy for lizards.
Further more, while on the subject of Initiative- Wandering Deliberations Slann are where its at IMO.
You get access to signature spells, so can reliably plan for magic. And in this case the, Im looking at Elementalism's signature spell- Storm Call. Target unit is -1 initiative. With a Bastillidon backing up charging units, that a 2I swing, and as long as you charged 3 inches, chances are your saurus are now fast than their target.
Now yes you could just take an Elementalist Slann, but I don't think the rest of the spells enhance lizards as much. With wandering deliberations Id take
-Storm Call (elemental)
-Drain magic (high)
-The Summoning (daemonology)... and maybe doombolt (dark) instead if circumstances warrant it. its 1 less S and uses a template, where summoning is S4 2d6. But Doom is longer ranged and -2 AP. So highly armoured elite armies, like a bretonnian crusade army or empire with along of knights, may warrant the bolt.
- Apotheosis (lizard)- healing cowboys all day every day.
Glittering Robe (illusion) is a strong contender... but the fact Slann don't join a unit really limits its usefulness. If it could apply to the TG, sure, but it doesn't so alas. BUT if you find youself facing a whole heap of shooting or that zany "oops all gyro-copters" list, then yeah, probably worth it just to make them expend more shooting on your slann.
Sorry for my own wandering deliberations. Just excited to get into The Old World and trying to get into this mindset.
Do you get +1 AC for shields with spears? A basic question just ensuring I understand this edition correctly as it seems to me hand weapons might just be better all around...?So IMO it comes down to intent. If you are going to be using a saurus block as an anchor for your line, something to take charges and defend the flanks of other units- Spears, all day every day.
Can't wait!I'm starting to compile a TOW tactica thread for Lizardmen, keep an eye on it over the next few days for my full thoughts...
Cool! I'd say you are missing the lore familiar though. For 30 points, you get to pick your spells, so I'd say that is better than wandering deliberations. The Cube is common, so you can go Cube plus Familiar on your Slann to be able to pick your lore and your spells if you want consistency. That is also 10 points cheaper than the 40 points you pay for Wandering deliberations.So I've bee a reader of Lustria Online since a little bit after WH The End Times, but never a poster. Long term aspirations to do a lizardman project for 8th/9th age/WAP. They were what introduced me first to WHFB in my friends basement in 1998. I, foolishly though, got brettonians as my models when it came time to get an army. And while I still play for the lady, I secretly wish to enact the great plan. Have a bunch of models. Built a bunch. Would read lore and occasionally build lists... but never had time to paint due to other projects and a general lack of opponents put the scaly bois low on my priorities.
This brings me to The Old World. While I am saddened that lizards aren't core, I get why. But with today I am really excited to finally start down the path of the Old Ones.
As I read through the Army List, I am coming to it with little 8th playtime and biases, as the last I really played a bunch of Fantasy was 7th and that was YEARS ago now.
A major thing to think on
-Spears vs Hand Weapons on Saurus
So spears have fight in extra rank, but our hand weapons are obsidian blades, so give us a natural -1 AP. This seems really powerful in this edition, but without "step-up" and our natural low initiative, the spears may be preferable to pump up attacks.
However charging and flank charges can give a significant increase to that, and a well placed bastillidon can push you over that edge.
So IMO it comes down to intent. If you are going to be using a saurus block as an anchor for your line, something to take charges and defend the flanks of other units- Spears, all day every day.
BUT if you are hunting with them, going out and charging, back them up with a solar engine... and all the sudden hand weapons look like the choice to make. As long as you are at least simultaneous, the seems to be right killy for lizards.
Further more, while on the subject of Initiative- Wandering Deliberations Slann are where its at IMO.
You get access to signature spells, so can reliably plan for magic. And in this case the, Im looking at Elementalism's signature spell- Storm Call. Target unit is -1 initiative. With a Bastillidon backing up charging units, that a 2I swing, and as long as you charged 3 inches, chances are your saurus are now faster than their target.
Now yes you could just take an Elementalist Slann, but I don't think the rest of the spells enhance lizards as much. With wandering deliberations Id take
-Storm Call (elemental)
-Drain magic (high)
-The Summoning (daemonology)... and maybe doombolt (dark) instead if circumstances warrant it. its 1 less S and uses a template, where summoning is S4 2d6. But Doom is longer ranged and -2 AP. So highly armoured elite armies, like a bretonnian crusade army or empire with alot of knights, may warrant the bolt.
- Apotheosis (lizard)- healing cowboys all day every day.
Glittering Robe (illusion) is a strong contender... but the fact Slann don't join a unit really limits its usefulness. If it could apply to the TG, sure, but it doesn't so alas. BUT if you find youself facing a whole heap of shooting or that zany "oops all gyro-copters" list, then yeah, probably worth it just to make them expend more shooting on your slann.
Sorry for my own wandering deliberations. Just excited to get into The Old World and trying to get into this mindset.
Thrusting spears do not get ap 1. @Gothmog Lord of Balrogs , paying a point to lose 1 ap seems sus to me, I think you just always go for hws now.Do you get +1 AC for shields with spears? A basic question just ensuring I understand this edition correctly as it seems to me hand weapons might just be better all around...?
The issue with the lore familiar is its one discipline IMO. So lets say you stick with elemental for the Signature, which you could take already without the familiar as it is the siganture. Now thats 30 points for 3 spells. And which 3.Cool! I'd say you are missing the lore familiar though. For 30 points, you get to pick your spells, so I'd say that is better than wandering deliberations
Yes, but you get to make supporting attacks with spears.Thrusting spears do not get ap 1. @Gothmog Lord of Balrogs , paying a point to lose 1 ap seems sus to me, I think you just always go for hws now.
As far as I can tell, the shield has the same effect with a HW or Spear. So same AV for us. What spears do is allow the second rank to make supporting attacks.Do you get +1 AC for shields with spears? A basic question just ensuring I understand this edition correctly as it seems to me hand weapons might just be better all around...?
Can't wait!
I have to say my all time favourite units are rippers and I think they are completely unplayable in TOW. Impetuous just kills them.
I guess we will see what happens! Low ini I guess kinda makes this interesting, maybe?Welcome, welcome and once more welcome @Gothmog Lord of Balrogs!
Great to see someone else excited about TOW, and a good analysis of our new Spears vs Hand Weapons conundrum for Saurus. I'm definitely going to take all of this into account in my tactica thread...
Which is fine if you use them like heavy cavalry, put them on the front line with a cloud of skinks and want to get a charge out on a near enemyI wouldn't say it kills them, because the one aspect that isn't so bad about Impetuous or Frenzy in TOW is that you get to choose your charge target if multiple units are within charge range - you don't have to charge the nearest enemy unit as you had to for Frenzy in 8th Edition. So long as you make use of your turns when your unit is out of charge range of anybody, so that it ends up in charge range of the unit you want it to take out, then very little can stop you just charging that unit Impetuous or not. Positioning is key.
Also note that Skirmishers generally block charging, so an easy way to control Impetuous and Frenzied units is to keep a screen of friendly Skirmishers in front of them until your Impetuous/Frenzied unit is within charging distance of the unit you want it to kill, then move the Skirmishers out of the way and let your Impetuous/Frenzied unit do its thing. In the case of Ripperdactyls you can use Terradon Riders, for example. Additionally friendly Skirmishers can also play Skirmisher Wars with enemy Skirmishers that are trying to block your designated target enemy from being charged by your Impetuous unit.
Okay silly me. I thought we dropped the shield as a spear was two handed. That changes everything.As far as I can tell, the shield has the same effect with a HW or Spear. So same AV for us. What spears do is allow the second rank to make supporting attacks.