Terradon
Fhanados
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Hi all!
I’ve been fiddling around with my Lizardmen on and off for a while now and have settled rather resolutely on a Sacred Spawning of Chotec. As a hobbyist, I love to round off my army with a centrepiece leader, usually the uber character for that army. In our case that means Mazdamundi, which fits in with the Chotec vibe pretty damn well. I know due to his somewhat prohibitive points cost and his obviousness as a high-priority target combining the weakness of a solo slann without the tricks and stegadon without the crew he’s not what we’d call “competitive” (or “functional”). But he’s cool. And I want him. And I want to make the most out of the situation. So how the hell to use him? Here are my (somewhat inexperienced) thoughts.
Army Composition:
Taking up such a huge amount of points he rather terribly limits what else you can field, but having a lone Slann on a stegadon is asking to be cannon murdered. More monsters are needed – ancient stegs, vanilla stegs and MAYBE bastilodons, although I’ll probably want to use my power dice with Maz. An Engine of the Gods might be worthwhile depending on the chosen lore. Skink cloud as core, maybe with a Saurus block if running Basti/Engine but I’ll be looking at numbers here so the Saurus will be on the bench if it doesn’t fit.
NOTE: Given my Chotec theme I’ll probably be using both Solar Engines and an Engine of the Gods for more burningness.
What Lore to choose?
Given he’s on a Stegadon he will probably end up in combat at some point (or with a nice round cannonball where his face used to be), so I’ll want to keep the number of magic missiles to a minimum. My thoughts on Lores are below, but I have a few questions regarding magic that might end up changing this. For the time being I’m assuming the answer is “yes” to all of them until I get the chance to sit down and suss it out myself or someone answers otherwise. Firstly: can Maz cast non-Magic Missile spells while he’s in combat by himself or in a challenge? Second: Can a wizard cast augments that target “a unit within X” such as Wyssan’s Wildform or Flamin Sword of Rhuin on themselves? Third: Can you cast a Direct Damage spell while in combat on the enemy unit you’re in combat with? Fourth: Do Augments/Hexes that affect a “unit” affect both Maz and his dino?
Fire: Fair amount of Direct Damage but nothing overly impressive. I like Flame Cage and Fire-Cloak, and Flaming Sword would be fun on Saurus. Burning Head could be fun in combat.
Beasts: Leave it to the skinks I think. Most of the spells just seem wasted on Maz (feel free to prove me wrong!)
Metal: A favourite of mine. Only 1 magic missile, some nice direct damage (particularly against heavy armour) and hexes. Glittering Robe is pretty useless though and cast costs seem high.
Light: Some nice buffs and a hex that work well in conjunction with Saurus and Temple Guard. Not a fan of the Magic Missiles though.
Life: Healing wounds is always good, so Regrowth and Lifebloom are very nice things to have. Throne of Vines will stop you from killing off your wizard and stegadon and then there’s Dwellers.
Heavens: Good synergy with lizards but leave it to the skinks.
Shadow: I think the idea of Maz on his steg swapping places with a priest on foot to be hilarious! There’s no Magic Missiles and plenty of augments and hexes to help supporting units. Also Pit of Shades.
I’ve run out of time for now, my take on Death and High Magic will come soon.
I’ve been fiddling around with my Lizardmen on and off for a while now and have settled rather resolutely on a Sacred Spawning of Chotec. As a hobbyist, I love to round off my army with a centrepiece leader, usually the uber character for that army. In our case that means Mazdamundi, which fits in with the Chotec vibe pretty damn well. I know due to his somewhat prohibitive points cost and his obviousness as a high-priority target combining the weakness of a solo slann without the tricks and stegadon without the crew he’s not what we’d call “competitive” (or “functional”). But he’s cool. And I want him. And I want to make the most out of the situation. So how the hell to use him? Here are my (somewhat inexperienced) thoughts.
Army Composition:
Taking up such a huge amount of points he rather terribly limits what else you can field, but having a lone Slann on a stegadon is asking to be cannon murdered. More monsters are needed – ancient stegs, vanilla stegs and MAYBE bastilodons, although I’ll probably want to use my power dice with Maz. An Engine of the Gods might be worthwhile depending on the chosen lore. Skink cloud as core, maybe with a Saurus block if running Basti/Engine but I’ll be looking at numbers here so the Saurus will be on the bench if it doesn’t fit.
NOTE: Given my Chotec theme I’ll probably be using both Solar Engines and an Engine of the Gods for more burningness.
What Lore to choose?
Given he’s on a Stegadon he will probably end up in combat at some point (or with a nice round cannonball where his face used to be), so I’ll want to keep the number of magic missiles to a minimum. My thoughts on Lores are below, but I have a few questions regarding magic that might end up changing this. For the time being I’m assuming the answer is “yes” to all of them until I get the chance to sit down and suss it out myself or someone answers otherwise. Firstly: can Maz cast non-Magic Missile spells while he’s in combat by himself or in a challenge? Second: Can a wizard cast augments that target “a unit within X” such as Wyssan’s Wildform or Flamin Sword of Rhuin on themselves? Third: Can you cast a Direct Damage spell while in combat on the enemy unit you’re in combat with? Fourth: Do Augments/Hexes that affect a “unit” affect both Maz and his dino?
Fire: Fair amount of Direct Damage but nothing overly impressive. I like Flame Cage and Fire-Cloak, and Flaming Sword would be fun on Saurus. Burning Head could be fun in combat.
Beasts: Leave it to the skinks I think. Most of the spells just seem wasted on Maz (feel free to prove me wrong!)
Metal: A favourite of mine. Only 1 magic missile, some nice direct damage (particularly against heavy armour) and hexes. Glittering Robe is pretty useless though and cast costs seem high.
Light: Some nice buffs and a hex that work well in conjunction with Saurus and Temple Guard. Not a fan of the Magic Missiles though.
Life: Healing wounds is always good, so Regrowth and Lifebloom are very nice things to have. Throne of Vines will stop you from killing off your wizard and stegadon and then there’s Dwellers.
Heavens: Good synergy with lizards but leave it to the skinks.
Shadow: I think the idea of Maz on his steg swapping places with a priest on foot to be hilarious! There’s no Magic Missiles and plenty of augments and hexes to help supporting units. Also Pit of Shades.
I’ve run out of time for now, my take on Death and High Magic will come soon.