That would make a lot of sense seeing as the models already exist. It would be a neat option to have at our disposal.
Am I only one who doesn't like the idea? Bows are for me the weapon of the old world (I mean Europe, Asia, Africa). I know that indians use bows in South America, but it doesn't seem right to me I'll make a special facebook group to take all bows from indiands and to erase them from history of this continent!
I'm really existed about the stats for this. This will increase the number of skinks in my army to more than double...
The current skink bows have 18" and AP1. Personally I wanted these as short bows for skink cohorts with volley fire, but they're only for skirmishers. We'll see how the actual playtesting goes.
Would prefer bows for cohort, too. In my opinion that would make more sense. Blowpipes are more likely skirmish weapons in my view... But don't mind... At least bows are back!
I'm getting somewhat frustrated now. The original plan was all army books needed to be done by Monday. I doubt that'll happen now. In our case the comments from the RT are inconsistent as hell. Today one of the members just threw a whole new slew of comments at the committee. Most are minor issues, but others are rather annoying and with no regard of the fact that they were previously dealt with. On top of that comments from last week still haven't been resolved. I've basically done everything I can here. I've spoken directly to one of the RT members and he told me we could make a thread and set up votes to make the process go faster. So I took it upon myself to do that (make a document with issues) and now the committee have just created the thread, so now we wait. Again. I've asked several times if we couldn't just release what we have now because a lot of people are getting impatient (rightly so), but the committee won't do it with the current issues/comments at hand. In one way I can understand them because there's no guarantee things will be like they are now. A part of me just want to give you guys everything, but I don't want to go behind the backs of the committee.. But with no guarantee that you'll actually get the full book this coming Monday(!) I figured I'd at least give you something I think you'd like and have looked forward: Anurid High Priest Disciplines Disciplines cannot be duplicated within an army. Maximum 3 disciplines per army for a maximum of 150pts. Funnel the Winds: Choose one combination at the start of the game: The Anurid High Priests gives you an additional +4 bonus when rolling for channel in your magic phase and +1 to cast OR a +4 bonus when rolling for channel in opponent´s magic phase and +1 to dispel. Cognitive Reassurance: The Anurid High Priest can reroll the first failed dispel attempt in eachmagic phase. At the end of the opponent’smagic phase, the wearer may store a single unused dispel dice. At the start of your nextmagic phase you can add that dice to your power dice pool. Master of the Winds: When rolling for Winds of Magic in your ownmagic phase, roll an additional D6 and discard the lowest D6 rolled. Cannot be combined with Funnel the Winds or Cognitive Reassurance in an army. Protected Soul: When the Anurid High Priest rolls on themiscast table, you may add or subtract one from the result Telepathic Control: As long as the Anurid High Priest is alive and your General, all magic beacons in the army also spread his Leadership with the Inspiring Presence rule. However the range of the magic beacons Inspiring Presence is limited to 6". In addition the Anurid High Priest may cast any kind of spell through aMagic Beacon (and is not limited to just "Damage"spells). Higher State of Mind: The Anurid High Priest has theEthereal special rule but cannot be the army’s Battle Standard Bearer. Veteran of the Chaos Wars: In addition to generatingspells as normal, the Anurid High Priest knows thespells Soul Quench (Path of White Magic) and Power of Darkness (Path of Darkness). Master of the Paths: The Anurid High Priest knows the signature spell from each of the eight Paths of Battle Magic, instead of generatingspells normally. Cannot be combined with Alternate Way of Thinking. Alternate Way of Thinking: The Anurid High Priest knows one additional spell. You may choose to generate this spell from a differentPath of Magic (that the Anurid High Priest has access to), but you must note on your army roster which Path you choose for this ability.
All of these seem interesting. I could see myself using all of them, there isn't really a bad choice now. Of course it ultimately still depends on the points cost.
Those are all pretty cool. At first glance my favourites (without knowing points costs) are... Funnel the Winds Cognitive Reassurance Telepathic Control
Considering how the maximum allowance on disciplines are 150pts you can actually just barely squeeze that in. But do keep in mind that's a very powerful combination! You can basically shut down most of your opponents magic phase or balance it between being offensive and defensive. Personally I'm more a fan of: Master of the Winds Veteran of the Chaos Wars Protected Soul I really really like the veteran one. The Darkness signature is +1S and +1AP. Put that on a unit of saurus warriors and they're going to remove almost anything in the game. Soul Quench is a nice magic missile. With those two already you can more freely choose from the other lores since you already have 1 x damage and 1 x augment. I could see myself giving Alchemy a chance with this disciplines or maybe Shadow. Both being a bit odd in their spells IMO.
Veteran of the Chaos Wars is pretty awesome as well. Overall I like that fact that there appear to be no duds in the list (as long as the points costs are well balanced out). You had mentioned that the disciplines would be split into different categories... is that still the case?