What do you think we will get? I'm hoping for poisoned attacks (auto wound on hit 6+), predatory fighter (extra attack on hit 6+ everyone else), scaly skin (ignore wound 5+ if near hero, ignore mortal wounds as well if that hero is a Slann), and cold blooded (regain d6 less models if you roll a 1 for bravery in battleshock, monsters and heroes regain d6 wounds they lost on a bravery roll of 1). Something like that, which was similar to 8th edition Lizardmen May Skins battleline lose wary fighter, and 6+ hit attacks become "poisoned" and reduce enemy save rolls by 1 if those attacks hit? Letting them become more of support battleline units.
I am hoping for both defensive and offensive options. Some of what you said sounds nice (losing wary fighters doesn't though!), I really hope they won't give us useless crap again but sure won't bet on it.
Ehrm... HANDS OFF WARY FIGHTERS!. It's what makes them so good. Probably best order battleline is GHB1. You have to consider it this way: In AoS combats take turns - if your opponent charges multiple combats hes going to want to start with something where he can have good impact on the game - in many cases that is not when charging skinks, which in turn means that you often get the opportunity to wary fighter out of any skink combats before your opponent gets to strike and you lose said skinks. This means your chaff (skinks) stays alive and are free to act/shoot/charge in your turn again, without wasting a movement phase on running out of the combat. Skinsk aren't exactly meant to kill things (unless you field like 40 of them) - and still. It's just SUPERB chaff and control of objectives. They last so much longer because of that rule. I've had skink units successfully kite the opponents units around objectives - scoring points for me and keeping units busy for the duration of entire games. They work really well as battleline when playing objectives / screening for your other units. Wary fighters is priceless. I hope skinsk don't go up in points. Leave them untouched and it's fine imo
EDIT: Sniped by @Lizko and he actually explained it more briefly. I'd say it is what makes Skinks great, their fighting capabilities are not that good. With smart positioning you can use small groups of Skinks to block charges, and you can make them survive that attempt by using wary fighters. It constantly forces your opponent to re-evaluate his melee activation sequence, because he knows that if he doesn't hit the Skinks first they will not take any damage at all and be there again pestering him in the next round. He has to think about it more and may make more errors. If you use Skinks in big groups, for shooting (like I like to do) you can make them get away from their attackers. If you fight a slow army like Nurgle or Skeletons you can kite them forever because they have a certain chance of not getting into melee range with enough models to make decent damage despite making their charge. It also basically means that Skinks can _kinda_ retreat and shoot in the same round. If you go second you can use wary fighters to get out of combat in your opponent's turn, and then in your turn move normally. That might give you a few inches to get into range to put pressure on an enemy hero. Those 1-2 wounds they can cause that way have tipped more than one of my games.
Those are great points, thanks! I hope they will give poisoned attacks again for the auto wound on 6+ hit rolls. It will be amazing for the Skinks!
Skinks are a very tactical option, they're like the Numidian Cavalry of Age of Sigmar (if anybody else here is as big of a history nerd as I am).
Your on a Plastic model Lizard forum and your asking if we are nerds, we might not be history nerds but come on we all know we are nerds, and we should be proud of it. I AM A NERD, come on all join me and shout I AM A NERD.
Wow over at the TGA forums some people are almost going crazy with assumptions about balance judging by those few lines of Death info we have. With "hordes becoming OP" and all that. Really interesting. I can't wait to read the whole book and see how other armies profit from it. ...cue SCEs getting free magic units as allies and everyone there is on a rerollable 2+ save... Edit: and yeah I AM A NERD.
regarding Tomb Kings (again). Someone noticed that in the table of contents that they previewed, the Death points section is only two pages, which is the length of what it was last time without any of the TK stuff. They could well have dropped the TK stuff from the points listings altogether, even the stuff that they previewed points for. Remember, those points were a trial example and "subject to change."
Imagine the RAGE! ...and @NIGHTBRINGER s JOY!! I don't care much. But I think they should give Deathrattle archers, chariots, artillery and monsters such as bone giants. It would make the game more complete.
It's going to be interestering to see yes. That Auticus fella atleast seems to be raising hell over it. (and pretty much any news that see daylight) In that case - time to start refitting them stegadons with sunfire throwers! p.s I'm sort of assuming one of our allies will be collegiate arcane , in which case my bastiladons will have battlemages healing them aaaalll niiight looong.
Well I see some of the points. Depending on how the bonuses synergize it will really mess with the competitive meta. That's why I think it is so interesting and I think that's also why people have such strong feelings about it. From a Seraphon or Deathrattle point of view things can hardly get any worse but for others they might. Except for SCE that is.
I like the idea of Bastiladon with a celestial hurricanum +1 to hit makes a huge difference! Also dem spells!