Saurus
Irish_Lizard
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In one of the army list topics I suggested dropping life as it was a sub par lore, I was surprised to see the number of people defending it. As a result I decided to open a topic here to explain my thoughts. (Caveat: This is based on dwellers being comp'd to give characters a LOS in units, otherwise dwellers FTW works depressingly well)
First of the problem with life is the tendency for people to take temple guard with it. This leads to a very dangerous all the eggs in one basket problem as the slann cannot leave the unit and as the unit is worth over a 1000 points it has a massive target on its head. Certain spells such as D13 or purple sun/pit of shades will utterly ruin such a unit. (Yes I know you have regrowth but losing 4D6 and spending power dice to make it so you only lost 3D6 is still really bad).
The second problem with life is that it can only help one unit per turn really and is really easy to prioritize dispels against. For the first couple of turns all you need to stop is throne as the rest of the spells do nothing at range and if you tries for dwellers without throne up then 6 dice give you a 85% chance of success but 26% of that is IF so realistically you have a 59% chance to do damage without crippling your own unit, not a great investment for 6 dice is it? Then we get to the combat turns where life is allegedly at its best. The problem is flesh to stone only protects 1 unit and most armies have some way to counter regen(which can only affect the slann's unit anyway). So why would anyone charge the unit with flesh to stone on them? Your opponent will just either: A) charge something else(you do have more than one unit in your army right?)
B) Charge anyway if he's going to win(eg. playing shadow so can go miasma into withering into
enfeebling into razor or he's only fighting skinks with a unit that is strength 6 anyway)
C)Back off and wait for a turn until the spell goes away, then charge.
With life you can make ONE unit rock hard for the game but it is at the expense of everything else and while lizardmen have very good chaff, so do other armies and that unit should never see meaningful combat while buffed.
The third problem with life is the most overlooked and most important. Life will never help you get VP's and win games. Yes it will save VP's for you and help you when you're losing games but are you really going in to games planning to be losing? Dwellers will cut units in half but you dont get VP's for half units and if you cant snipe characters with it then what use is it? Awakening of the woods is the second worst Xd6 strength Y spell in the game after the beasts one due to range and strength. The shield of thorns will do 3 wounds when boosted to a t3 Sv5+ unit which is utterly irrelevant as it doesnt count for combat res and can't cause panic as you have to be in combat.
To sum up Life makes our tough troops tougher but doesn't help them kill, is easy to prioritize dispels against and can only help one unit per turn.
First of the problem with life is the tendency for people to take temple guard with it. This leads to a very dangerous all the eggs in one basket problem as the slann cannot leave the unit and as the unit is worth over a 1000 points it has a massive target on its head. Certain spells such as D13 or purple sun/pit of shades will utterly ruin such a unit. (Yes I know you have regrowth but losing 4D6 and spending power dice to make it so you only lost 3D6 is still really bad).
The second problem with life is that it can only help one unit per turn really and is really easy to prioritize dispels against. For the first couple of turns all you need to stop is throne as the rest of the spells do nothing at range and if you tries for dwellers without throne up then 6 dice give you a 85% chance of success but 26% of that is IF so realistically you have a 59% chance to do damage without crippling your own unit, not a great investment for 6 dice is it? Then we get to the combat turns where life is allegedly at its best. The problem is flesh to stone only protects 1 unit and most armies have some way to counter regen(which can only affect the slann's unit anyway). So why would anyone charge the unit with flesh to stone on them? Your opponent will just either: A) charge something else(you do have more than one unit in your army right?)
B) Charge anyway if he's going to win(eg. playing shadow so can go miasma into withering into
enfeebling into razor or he's only fighting skinks with a unit that is strength 6 anyway)
C)Back off and wait for a turn until the spell goes away, then charge.
With life you can make ONE unit rock hard for the game but it is at the expense of everything else and while lizardmen have very good chaff, so do other armies and that unit should never see meaningful combat while buffed.
The third problem with life is the most overlooked and most important. Life will never help you get VP's and win games. Yes it will save VP's for you and help you when you're losing games but are you really going in to games planning to be losing? Dwellers will cut units in half but you dont get VP's for half units and if you cant snipe characters with it then what use is it? Awakening of the woods is the second worst Xd6 strength Y spell in the game after the beasts one due to range and strength. The shield of thorns will do 3 wounds when boosted to a t3 Sv5+ unit which is utterly irrelevant as it doesnt count for combat res and can't cause panic as you have to be in combat.
To sum up Life makes our tough troops tougher but doesn't help them kill, is easy to prioritize dispels against and can only help one unit per turn.