TOW Magic for Lizardmen Generals

Discussion in 'Lizardmen Discussion' started by discomute, Jul 7, 2025 at 1:18 PM.

  1. discomute
    Salamander

    discomute Well-Known Member

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    My thoughts post the update
     
  2. Kalisto
    Ripperdactil

    Kalisto Active Member

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    No base to base means no stomps, no impact hits and 1 attack from most of the source, you prive characters of all their attacks except one!
    You negate monsters AND chariots AND you got a ward save 5+!
    I mean, this is one of the strongest buff magic in the whole game.
     
  3. discomute
    Salamander

    discomute Well-Known Member

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    Yeah - this is part of the problem of my YT videos. I try to keep them at 10 minutes so this one was 50% over. But it means I can't go into detail and often eschew points I think are obvious. I don't think my videos are interesting enough to be 45+ minutes which is what I'd need to break down each spell

    Yes you are correct and I did acknowledge a lot of people like the spell. But when you cast it your unit can't charge. So your opponent can just avoid it if the match up isn't good (of course this might be a win too, but often those monsters have flight and more than one target). It's casting cost is 9. In 1.5 there is less incentive to charge. Plus we are an army that usually wants to be in combat - it's different if you can cast it on a big missile block.

    Overall I can see it being useful if we win via combat res on something that is doing a lot of damage, we win restrain and cast... But how often does this happen? I think you can easily go a game without getting use for it.

    I don't play elementalism a lot so if you pitch to me it was C I will listen... But I can't see it being better than that.
     
  4. Kalisto
    Ripperdactil

    Kalisto Active Member

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    I don't see WHY you should charge with temple guards... with movement 4. If you fail the charge you cant cast spells either.
    That's spell is too defend infantry.
     

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