TOW Magic Items General Discussion

Discussion in 'Lizardmen Tactics' started by PlasmaDavid, Feb 22, 2024.

  1. PlasmaDavid
    Kroxigor

    PlasmaDavid Active Member

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    Just for general discussion of item picking across all armies...

    Am I right in thinking that the sword of swiftness is an autoinclude for whatever Saurus leader you use? To offset awful initiative.
     
  2. Rimbo
    Skink

    Rimbo New Member

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    I think it is far from autoinclude. Hitting with S5 with no AP is not what we have saurus leaders for. They are one of few answers we have to ridden monsters/monsters/monstrous cav/cav and as such should be kitted to deal with them. I think great weapon is often the way to go, especially if mounted on cold one/carnosaur. High mobility means that you can get a charge fairly easily and strike at I4. This means you strike before many monsters/mounts and you have a good chance at dealing some real damage with S7 Ap-2 and armour bane. I would rather offset low initiative with good protection, so a ward save/-1 to hit/good armour save.
     
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  3. discomute
    Troglodon

    discomute Well-Known Member

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    I think the biting blade is the best value for money sword for us. St5 is already good.

    I agree the sword of swiftness isn't worth it.
     
  4. PlasmaDavid
    Kroxigor

    PlasmaDavid Active Member

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    This is why I made the thread, to get the big brain answers to help improve game :D
     
  5. Kalisto
    Razordon

    Kalisto Active Member

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    The only place I may see that sword (but still not convinced on that) is on a hero/temple guard champion inside an infantry
     
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  6. Kalisto
    Razordon

    Kalisto Active Member

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    I would like although to ask your opinions about two other items:

    cube of darkness, lovely autodispel (but even with risk to dispel own remain in play spells)

    sunstaff

    if I may see an use on the first I still cannot see a use for the second one. 3 hits at 4+ at best with moviment is not so good …
     
  7. discomute
    Troglodon

    discomute Well-Known Member

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    I sort of think becalming contagion is all we need to dominate the dispels. I am not certain I like many items for the slann aside from a lore familiar. The wand of jet could also be useful too, especially with necromancy which I think is my favourite, but only if you had particular spells i.e. if you had the lore familiar already (and you cant have both)
     
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  8. Haemoglobin
    Ripperdactil

    Haemoglobin 9th Age Army Support

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    I'm trying that one in my current list combined with razor standard on the unit. A cheeky 3 attacks that hit first with armourbane 2 could kill some rank and file, and in turn increase the odds your other TG can fight.
     
  9. airjamy
    Salamander

    airjamy Well-Known Member

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    Nah definitely not. It is meta dependent, but i am currently in the firm camp that in 2K games, an army without Monster Slayer is a bad army, so you probably need Dragon Slayer Sword. It also just depends on what he is riding. Not a lot of things can onetap a Carno, so then it is not even a problem if you strike last then.
     
  10. PestilenceoftheGods
    Skink

    PestilenceoftheGods Member

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    I like the Ogre blade for monster killing. It’s significantly more expensive but having the d3 multiple wounds is hugely beneficial considering ridden monsters combine their wounds with the rider having two sets of attacks getting d3 multiple wounds (assuming the old-blood is on a Carnosaur) means you have the potential to take out the character in a single round of combat.
     
  11. UlyZed
    Skink

    UlyZed New Member

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    The best default magic items are:

    Ruby Ring of Ruin
    Talisman of Protection
    War Banner
    Lore Familiar
    Armour of Meteoric Iron
    Ogre Blade

    It's often about placing these on the right heroes first.

    Generally Ruby Ring is best on the Slann or a Skink Chief on Terradon. It's worth remembering a Temple Guard champion can carry it.
    Talisman and Armour are best where there are the most wounds: any hero on Carnosaur.
    War Banner is hardest to match in Lizards: it can be on the BSB - usually Slann, Cold Ones, or Temple Guard. The latter are less likely in a list so it can sometimes miss out.
    Lore Familiar for Slann - Illusion tricks abound.
    Ogre Blade is Old Blood only

    Generally I think the best builds are:

    Slann: Ruby Ring, Lore Familiar, BSB (maybe + War Banner)
    Old Blood: Ogre Blade, Talisman of Protection OR ScarVet Armour of Meteoric Iron ,Talisman of Protection (+ Great Sword)
     
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  12. discomute
    Troglodon

    discomute Well-Known Member

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    I have never seen the RRoR do very well, I am aware most people love it. Bound spells are too prone to dispell or just not being cast IMO.

    Otherwise I agree although I'd add the biting blade to that, best sword for value imo.

    ToP is so amazingly underpriced I'd say our glyph necklace is worth taking for the ward save alone despite being 15 points more expensive.
     
  13. UlyZed
    Skink

    UlyZed New Member

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    Yep - I think Glyph necklace on Stegadon characters is particularly good.
     
  14. DoubleSkulls
    Skink

    DoubleSkulls Member

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    RRoR is best on a model you are going to want to lurk within 24" of the enemy, but outside enemy dispel ranges. Otherwise Level 4s are going to dispel it mostly.

    I like it on a Becalming Cognitation Slann, as he wants to lurk just outside dispel range.
     
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  15. Kalisto
    Razordon

    Kalisto Active Member

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    Well i should prefer that on a skink hero inside a flying unit giving them a MR 2. Stegadon have a T6 so often doesnt suffer a lot magic missiles. Some hex could be worth to stop although.
     

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