Kroxigor
skink chief
Active Member
- Messages
- 282
- Likes Received
- 139
- Trophy Points
- 43
My suggestion. My insights are with a perspective of our fluff and of the models themselves (our monsters in particular).
I do not go into points!
Army special rules:
Add Sacred Spawnings: It fits fluff wise and is an excellent way to buff our troops WITHOUT HAVING TO USE OUR MONSTERS FOR THIS (sorry for the caps
)! I feel some of you are already clinging on to the +1 WS the new bastiladon gives, this does not make any sense however. If one of the sacred spawnings gives +1 WS then hooray!
.
Altar of the Snake God: Change it back to how it was. page 49 of our LM book. Change 1d6 inch to 6inch. Add to the shooting part of the Altar: units hit by the Altar (the snakes that spawn) must take a fear check.
I know the Bastilon causes terror so this is minor, but when not in combat with the bastiladon but with another one of your units, this might change things... Why the change? Because fluff wise this fits much better, poisened attacks can be added in sacred spawnings!
Sun engine: Change to how it was before! +1I does make sense here, as described in our LM book.
Spit Venom: Draw a straight line to the point you want the spit to hit. From there on the spit goes* 3inches forth. All models hit take the Strength 5* hit with AP1. Keep 18'' Str 5* , but lose the multiple wounds, even though I feel it fits to make it do multiple wounds, the way I discribe here for the spit it would be to strong vs some units like Ogres. . AP1 makes just as much sense and keeps it in check a bit.
Frog Disciplines: WE WANT OUR SLANN BACK!!!
Now the Army: Heroes and Lords I skip.
Core:
Saurus:
They are ok, would still like to see I2 on them though, this can also be something added in sacred spawnings ( but who would take such a minor buff), with the old sun engine it does do a lot though. The magic banner is nice work! Add Sacred spawning unit.
Skink Cohort ( brave):
They are ok. The poisened attacks are a nice new thing.
Skink Hunters ( skirmishers):
Why do skink brave now get to take poisen but these guys annot with javelins? Give us the option to take poisen javs even if it costs us points.
Special:
Temple Guard ( Shrine Guard):
The are fine. Add sacred spawning unit.
Snake Swarms:
Move to core.
Chameleons: -1pts per model is nice. wouldn't fit to put them in core fluff wise. They be special
( the models look like they might be in the skink special olympics).
Raptor Riders:
Change Lances to light lances, it makes no sense we got lances. We are not master crafters, we got sticks with pointy ends.. light lance is good enough. Love the magic banner! Raptor get Born predator wich is nice and I'm ok with that , though not necesarry for me.
Make them core with max unit size and max unit enties. This time I go against the fluff that was written in our LM book because I feel it makes no sense. If skinks can ride a ripper, saurus can easely handle a cold one (raptor). Add sacred spawnings
Croxisaurs:
Change to core! They are our builders and have you seen how many frigging Temples we got in our cities? We must have a lot of these big guys, so fluff wise it fits IMO.
Banner, musician were added and I'm iffy about it, if they needed it then by all means.
Give them +1 WS! Why? Ok so they are not blade dancing elves, but have you looked at the size of their weapons? ( so here I'm looking at the model for inserting stats). It takes a dozen skinks to hand them their weapon wich is as big as a friggin saurus ( right out of LM book). Try and dodge a swing of these things when you are in formation and tightly clinging together. You must be some super sayen ( or an elf) to be able to dodge that thing! This would help them A LOT.
Terradon and ripper riders (Skink Sky riders):
OK, if rippers needed the nerf then by all means, I'm not gonna cry. The toad is a loss but , comon a toad that enrages these beasts is kinda weird anyway. Add sacred spawnings for both units.
Bastiladons:
And now to get you all flippin mad at me
.
Make them RARE. Yeah I said it! RARE. Why? Because of the things they got on their backs, thats why! (Fluff wise). The Old Ones gave us Altar of the Snake god and Sun engine, I imagine we don't have a lot of them... Also they are not that many points (even with these old engines I propose).
Now model wise: Give them +1 Strength ( making it S5), as said by some this will give it some combat abilities with better stomps. Maybe even give it +1 Toughness altough this might be to much? I would consider this as it is not stubborn, this might help it with that.
Rare:
Salamander: Change them back to how they were!!
Razordon: Change them back to how they were!!! I can handle the Max unit size, but keep the skink handlers ( fluff + model wise).
Spinosaur (Troggy):
Model: Give it Strength 6 (not a carno, but strongk), give it 4 attacks for the love of GOD!
Fluff: Add something magical to it. This is a magical monster. if not that then give it a ward save 5+ like the frost phoenix.
Triceratops:
Like the changes but put it in Special! With this one exeption: EOTG = RARE. Same as with the Bastiladons the EOTGs is very rare so it makes sense. The bow and the blowpipes can be special.
Mounts:
I like the new carno options! The others are ok.
I do not go into points!
Army special rules:
Add Sacred Spawnings: It fits fluff wise and is an excellent way to buff our troops WITHOUT HAVING TO USE OUR MONSTERS FOR THIS (sorry for the caps
Altar of the Snake God: Change it back to how it was. page 49 of our LM book. Change 1d6 inch to 6inch. Add to the shooting part of the Altar: units hit by the Altar (the snakes that spawn) must take a fear check.
I know the Bastilon causes terror so this is minor, but when not in combat with the bastiladon but with another one of your units, this might change things... Why the change? Because fluff wise this fits much better, poisened attacks can be added in sacred spawnings!
Sun engine: Change to how it was before! +1I does make sense here, as described in our LM book.
Spit Venom: Draw a straight line to the point you want the spit to hit. From there on the spit goes* 3inches forth. All models hit take the Strength 5* hit with AP1. Keep 18'' Str 5* , but lose the multiple wounds, even though I feel it fits to make it do multiple wounds, the way I discribe here for the spit it would be to strong vs some units like Ogres. . AP1 makes just as much sense and keeps it in check a bit.
Frog Disciplines: WE WANT OUR SLANN BACK!!!
Now the Army: Heroes and Lords I skip.
Core:
Saurus:
They are ok, would still like to see I2 on them though, this can also be something added in sacred spawnings ( but who would take such a minor buff), with the old sun engine it does do a lot though. The magic banner is nice work! Add Sacred spawning unit.
Skink Cohort ( brave):
They are ok. The poisened attacks are a nice new thing.
Skink Hunters ( skirmishers):
Why do skink brave now get to take poisen but these guys annot with javelins? Give us the option to take poisen javs even if it costs us points.
Special:
Temple Guard ( Shrine Guard):
The are fine. Add sacred spawning unit.
Snake Swarms:
Move to core.
Chameleons: -1pts per model is nice. wouldn't fit to put them in core fluff wise. They be special
Raptor Riders:
Change Lances to light lances, it makes no sense we got lances. We are not master crafters, we got sticks with pointy ends.. light lance is good enough. Love the magic banner! Raptor get Born predator wich is nice and I'm ok with that , though not necesarry for me.
Make them core with max unit size and max unit enties. This time I go against the fluff that was written in our LM book because I feel it makes no sense. If skinks can ride a ripper, saurus can easely handle a cold one (raptor). Add sacred spawnings
Croxisaurs:
Change to core! They are our builders and have you seen how many frigging Temples we got in our cities? We must have a lot of these big guys, so fluff wise it fits IMO.
Banner, musician were added and I'm iffy about it, if they needed it then by all means.
Give them +1 WS! Why? Ok so they are not blade dancing elves, but have you looked at the size of their weapons? ( so here I'm looking at the model for inserting stats). It takes a dozen skinks to hand them their weapon wich is as big as a friggin saurus ( right out of LM book). Try and dodge a swing of these things when you are in formation and tightly clinging together. You must be some super sayen ( or an elf) to be able to dodge that thing! This would help them A LOT.
Terradon and ripper riders (Skink Sky riders):
OK, if rippers needed the nerf then by all means, I'm not gonna cry. The toad is a loss but , comon a toad that enrages these beasts is kinda weird anyway. Add sacred spawnings for both units.
Bastiladons:
And now to get you all flippin mad at me
Make them RARE. Yeah I said it! RARE. Why? Because of the things they got on their backs, thats why! (Fluff wise). The Old Ones gave us Altar of the Snake god and Sun engine, I imagine we don't have a lot of them... Also they are not that many points (even with these old engines I propose).
Now model wise: Give them +1 Strength ( making it S5), as said by some this will give it some combat abilities with better stomps. Maybe even give it +1 Toughness altough this might be to much? I would consider this as it is not stubborn, this might help it with that.
Rare:
Salamander: Change them back to how they were!!
Razordon: Change them back to how they were!!! I can handle the Max unit size, but keep the skink handlers ( fluff + model wise).
Spinosaur (Troggy):
Model: Give it Strength 6 (not a carno, but strongk), give it 4 attacks for the love of GOD!
Fluff: Add something magical to it. This is a magical monster. if not that then give it a ward save 5+ like the frost phoenix.
Triceratops:
Like the changes but put it in Special! With this one exeption: EOTG = RARE. Same as with the Bastiladons the EOTGs is very rare so it makes sense. The bow and the blowpipes can be special.
Mounts:
I like the new carno options! The others are ok.
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