The reason for this thread is simple. We are all talking about the changes in 9th edition. This thread is here so we can bring forth our pov to the creators of 9th on how we would like to see our LM army. Doing every unit seperatly will create a better overvieuw per unit. *I will only create this thread to see if you guys agree and if so, a more qualified member can make the other threads as he or she finds fit.* So as the title says: what do you think about our saurus warriors in 9th edition? Do they need some changes yes or no? If you feel like they do, then pls comment what you would like to see changed and your reason(s) for it.
It could be argued that Saurus Warriors should have WS 4, but if we get sacred spawnings I would not make them WS 4(depending on what kind of spawnings we would get). I do think it would make sense, because Saurus are made for war, but no better at fighting than a Cold One, which is a bit wierd.
Vote: option 3 I would like to see a change, but I wouldn't be gutted if they kept them like they are. What change would I like to see: I would like to see our Saurus Warriors with I2 instead of I1 with somewhere in the army a possibility to raise their I even further (like our old bastiladon did). Reason(s): Cc* I1 or I2 changes almost nothing with the exeption of a game vs ogres probably. Magic* We will have a little bit more protection from Initiative test spells. Funfactor* If we still had the bastiladon that could buff our troops with +1I, this buff could actually matter in CC vs half the armies in warhammer fantasy. This makes the game more fun for me personally, some combo that does help out. Fluff & model: This is more a question from me. What is it in our fluff that makes us so slow? Discussion: I've also noticed someone saying: "+1 to their WS would be welcomed since they are spawned for the sole purpose of war". This would be a much bigger buff, but would like to see people discuss this. (Assasin just did so aswell I see ).
I cant decide. They seem like they are "almost there" With parrysaves becoming "-1 to hit (no stacks)" they will be meet most enemies in 4+ vs 4+ to hit matchup. With re-roll 1's that is actually pretty strong....they might even put the hurt to white lions if I run the numbers right. Still, the re-roll feels wrong to be. I think a "WS +1" spawning would be golden! it would actually mean that on equal WS, other infantry would having trouble hitting us for a change.
My guess, actually, is that the reason they have been named "Totem warriors" COULD indicate that the warriors can carry a totem, which might be 9th age's equivalent to sacred spawnings.
While I think I1 is ridiculous I can live with it. Here's how I see Saurus Warriors 1) Indirect buff due to nerf of initiative spells. 2) Indidret buff due to nerf of all MC. 3) Hopefully indirect buff due to more player focus in infantry. 4) Improved weapons. 5) Improved PF special rule. 6) Magic banner + better magic banners. 7) Easy and cheap access to WS4/Poison (Bastiladons). 8] Potential of Sacred Spawnings. Sacred Spawnings as proposed by Pip on the 9th Age forum: Sacred Spawnings can be purchased by Saurus characters and Saurus Warriors. A character with a Sacred Spawning may not join a unit with a different Sacred Spawning. Spawned characters may join unspawned units freely and unspawned characters may join spawned units freely. Spawning of the Serpent God - Devastating Charge Spawning of the Sun Resplendent - Swiftstride Spawning of the Jaguar Warrior - Ambush. No more than one character and no more than one unit can take this spawning. Spawning of the Lurking Hunter - Strider (Water, Forests), +1 I Spawning of the Arcane Alignment - Channel and aid dispel attempts as a level 1 wizard Spawning of the Great Protector - Scaly Skin (4+) ----------------------------------------------------------------------------------------------------------------------------------------------------------------- Spawning of the Fearless Guardian - Immune to Psychology. Temple Guard come with this Spawning. Spawning of the Roaming Predator - May purchase a mount. Cold One Riders come with this Spawning.
@ASSASSIN_NR_1 and @skink chief have the right ideas. Sacred spawnings are what I would like to see the most for a couple of reasons... they are fun they are fluffy they allow customization (both gaming and painting) they enhance what is otherwise a pretty narrow core section Initiative 2 is long overdue as well.
AS it stands now, and always has actually, I have always thought that these guys had some pretty decent stats; when looking at the fluff or just imagining how they would work in an actual battle. So when I realised that they were no good, I did feel an urge to make them on par with what my initial understanding of these guys were. Like for instance, better Ws, I or perhaps even scales (Back then they had 6+, which got change, but they still need something, obvious better armour might not be the way to go), but I couldn't really find anything that would be deemed fit to change; the army weakness is suppose to be low Ws and I, so perhaps these are set in stones? I'm actually in the alley now, where I reckon it's the meta and other armies that means the saurus aren't useful. It's pretty much the same deal as with Warriors, they're far better than our sauruses, but are still considered "bad". The issue pobably lies in the movement face, at least that's my observation; all infantry are just deemed to be the one charge and flank and everything else, which is fine, they're not suppose to be fast, that is general infantry. Don't want to run out of a tangent here though, so let me put it like this: Some advantage to the movement of the saurus, when in jungle terrain or something a like! I like Pip's suggestion of Ambush rules, no matter if it's a totem of some other rule, this could be neat. Possibility for upgrades other places than just movement, is always a good thing and if it can lift these guys above average I would find it great. the latter I feel is best handle in the BRB since it's an issue with most Infantry, so perhaps make even the slow useful somehow? I really don't know how, the changes made so far are a good start, though.
...meh. Jaguar Warrior and Great Protector are really the only ones I would consider. Swift stride is nice, too...depends on cost. Lurking hunter might have its use, but its too circumstantial for me to invest in. Arcane alignment - not on saurus..just not on saurus. the last two I just dont get. They are already represented in special rules, and if not: are we going to have to pay for a mark and THEN a cold one for our Vets and ancients?
The last ones are just for consistency and fluff. TGs and CoRs are already blessed. Remember that strider allow you to remain steadfast in a forest/water. Maybe still a bit situational, but there *should* be atleast either water or forest on the board Anyway the point was rather that there are potentially 8 changes to the game that affects Saurus Warriors.
"All Saurus Totem Warriors who enter a forrest dies. Immidiatly. Yes, no saves" GAWD DWAMN YUW SWITTY FWORREST!
As of now 10 votes have gone in. 1 no 1 yes and 8 want a change but wouldn't be gutted if there was none. Lets get in some more votes! I've mainly seen a +1Ws buff is the thing players want most. This ofcourse currently is a bit dealt with with the new bastiladon. For this reason I will make a new thread about these new bastiladons since they seem to be somewhat discussed aswell. Another route well spoken of, is the one where we could buff our boys with the introduction of sacred spawnings (totems). I feel like there are 2 paths we can go in for these sacred spawnings and will be making a thread about this aswell. Lastly my own point on the Initiative buff of +1 has also been seeing a little attention, but not that much. I'll make the 2 new threads and afterwards I think we will have a better vieuw on how to make the changes we want to see in our saurus warriors. Cheers