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Mikebiazzo
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Hi folks
I've created this thread because I'm always thinking about how I would have designed Lizardmen if I've could. So, the idea is to share your proposals about it in two categories: Lore Based (LD) if you feel the unit could be more thematic; and Improvement (I), in case you think the unit isn't well balanced in the meta.
My suggestions:
--Lore Based
.Spawning Sauri: I don't know how to name it in english, but I'm speaking about 6th, when you could chose under which god sauri were born, giving them unique abilities. Expensive, but very customizable.
.Slann: giving him level 5 of magic would be perfectly thematic and easy to be done. But, I understand a +5 mage casting and dispel plus 5 spells could be... A little too much. So, to represent their, almost, everlasting existence and all the knowledge they've acquired, they should at least being able to know 5 spells.
.Sauri: give them back the ability to gain attacks when 6 to wound. It was a great and well balanced idea that fits perfectly with his agressive profile and it will also offset the lack of initiative.
--Improve
.Salamanders: maybe they could add to the flame distance an artillery dice split in half? Not overpowered, but something that could give them more utility (for example with 6th spell of Elementalism).
.Razordons: at least they should have 1d3+1 shots, and the ability to repeat that dice roll as a charge reaction.
What are your thoughts about?
I've created this thread because I'm always thinking about how I would have designed Lizardmen if I've could. So, the idea is to share your proposals about it in two categories: Lore Based (LD) if you feel the unit could be more thematic; and Improvement (I), in case you think the unit isn't well balanced in the meta.
My suggestions:
--Lore Based
.Spawning Sauri: I don't know how to name it in english, but I'm speaking about 6th, when you could chose under which god sauri were born, giving them unique abilities. Expensive, but very customizable.
.Slann: giving him level 5 of magic would be perfectly thematic and easy to be done. But, I understand a +5 mage casting and dispel plus 5 spells could be... A little too much. So, to represent their, almost, everlasting existence and all the knowledge they've acquired, they should at least being able to know 5 spells.
.Sauri: give them back the ability to gain attacks when 6 to wound. It was a great and well balanced idea that fits perfectly with his agressive profile and it will also offset the lack of initiative.
--Improve
.Salamanders: maybe they could add to the flame distance an artillery dice split in half? Not overpowered, but something that could give them more utility (for example with 6th spell of Elementalism).
.Razordons: at least they should have 1d3+1 shots, and the ability to repeat that dice roll as a charge reaction.
What are your thoughts about?