All I want is for our Blade of Realities to have a similar ability to the Reality Splitting Axe the MLoK has. Preferably better seeing how it's been a Lizardmen magical weapon since WHFB.
That alone is nice. There is a 24" gap within the deployment zones and rippers with move 17 means a 7" charge (6" with the hunter, 4 " with cogs). It's a threat that cannot be ignored, it will force your opponent to set up carefully or anyway to avoid an aggressive deploy with dangerous units in the front line. Board control is always nice... but it depends on the amount of points it will cost.
This exactly. Coalesced jaws could also effect Ripperdactyl bites. Perhaps a Trog and Ripper heavy FoS list run as coalesced could have some fun potential.
That would be awesome. Or make it so that attacks can not ignore the rend and lose save after saves. Like a miniature Dakk Foot blade!
Troglodon could be my new favorite model. Dude is a little skink riding a big dino dropping comets on people! Can't wait to see the profile for his mount plus the carnasors for the saurus!
Can you believe it everyone? In two weeks we're gonna have to take this whole discussion out of the "Rumor" thread.
It's just come to my realisation. With Hunter's steed and Cogs we will have an army wide charge of 7. That's huge for Starborne army. If the the Great Rememberer is still in place, then it's 2 units in with charge of 7. I imagine a block of guards with eternal warden or block of rippers charging into an enemy general or any strong unit on a first round.
And if rippers keep skink keyword they'll have an almost 30" threat range. Deployment zones are only 24" apart. Depending on the outcome of Shadowstrike in the new book you could get 2-3 units of rippers for multiple bloat toads and alpha pretty much any target you want.
So as a new player to our wonderful scaley boys I need some clarification. Under the new fangs of sotek rule what gets the +3 to movement at the beginning? Isnt it just the little skinks or am I missing something because I dont know what has the skink keyword?
Skink is the Skink keyword. So at the moment that would be Bastiladons, Terradons, Ripperdactyls, Engine of the Gods, Skinks, Chameleon Skinks, Skink Handelers, Skink Priest, Skink Starpriest, & Skink Starseer. Suddenly this list isn't look so bad is it?
Regarding new Saurus Warriors. As they now have rend on the clubs and Cohort for 15 models (which is great, now in block of 20 SW there is a buffer of 5 models to prevent losing a +1 bonus Attack) and I was thinking - which one is better, clubs or spears? I run a little probability test on a dice calculator and here is the results: 20 models of Saurus Warriors With clubs, each has 2 attacks but due to a range of 1" only 10 SW with clubs can attack. Against Save 4+ Against Save 5+ Against Save 6+ Now the same 20 SW but with Spears. Now with range of 2" all 20 models can attack with their weapons, so - 40 attacks. But considering that new Ordered Cohort rule says nothing about +1 bonus to hit for more models, I considered that Spears now have 4+/4+/-/1. Old New Against Save 4+ Against Save 5+ Against Save 6+ As you can see, there is still a little no reason to go into clubs, rather than spears. On Save 4+, 20 attacks from clubs performing very similar to 40 from spears, so maybe against higher save targets they're better. Funny thing is that they're the same in terms of dmg against Save 3+. Clubs Spears Their viability is still to be considered regarding point costs. If they now will be 80pts for 10 models (and Guards are some 5 models for 100pts with buffs and other stuffs), so 20 SW with clubs (maybe under some buffs) are actually not a bad thing. They can hold and even take the objective. Overall: Spears>Clubs in big unit (20+). Maybe it's not very interesting to many people here, as the skinks are in mind and hearts of many people, but I'm very pumped for a new Saurus buffs