1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. This is just a notice to inform you that we will move the forum to a new server sometime during the next few weeks. The actual process should not last more than a few hours; during this process, we will disable replying and creating new posts. As soon as we know the date for the transfer, we will update with more information.
    Dismiss Notice

7th Ed. Dealing with the big V!

Discussion in 'Lizardmen Tactics' started by Revered_Guardian, Oct 8, 2009.

  1. DonkeyHotep
    Temple Guard

    DonkeyHotep New Member

    Messages:
    202
    Likes Received:
    3
    Trophy Points:
    0
    Yeah, the vermin lord can indeed flee, it is not unbreakable, nor does it have demonic instability.

    In my opinion the army became more balanced then before, much like how lizardmen lost a bunch of bull crap like crazy skink spam and mighty krox and got better core fightaz.

    The clanrats and slaves are kinda cheaper with their equipment costing 1/2 a point (yes 1/2), but a lot of their miscasts are extra extra horrid, and they can no longer lead from the back, nor can they shoot into their own units on things that aren't clan rats.

    They get this doom wheel, which is retarded and shoots their team a lot and mifires like.... all the time, but looks cool. It literally has three different methods I could count that allow it to screw it's own team.

    The rat giant thing is like a more aggressive giant with ld 8, and regen.... seems to be the second most disconcerting thing in the army.

    Jezzails now cost 20.... and aren't any worse at shooting.

    The ratling guns have to roll to hit now, and they have these loopy catapults and plague mortars and this giant wrecking plague ball that is dumb. Also the bell is kinda better maybe, but can't roll more then one gong dice on the first turn.
     
  2. Celticfire
    Chameleon Skink

    Celticfire New Member

    Messages:
    159
    Likes Received:
    2
    Trophy Points:
    0
    I can many other players complaning same about the new lizardmen book when it came out.

    "saurus get 2 attacks from spears!?!"
    "you can't dispell the EoTG!?!"
    "stegadons are a special slot!?!"

    the list goes on. it turned out that we were a tier 2 army, and were not overpowered.i would recomend calming down people. i agree with donkey that the list also got rebalnced as much as i got buffed. one last thing to remember GW has a power creep going here guys. 7th books are more powerful that 6th, 8th will be more powerfull than 7th. they are rebalancing each book but also making each more powerful as the editions go on. also please remember the crap-a** players who can't run there army. the do exist out there. many will be attracted to the latest thing. ie, my daemon friend got massacred by me while i was under fielding.
     
  3. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

    Messages:
    618
    Likes Received:
    4
    Trophy Points:
    0
    This thread is just supposed to be HOW we can take it down...its not as bad as some things out there...

    the reason why is the measly 5+ ward...Skinks anyone?

    :chicken:
     
  4. mcasefire
    Cold One

    mcasefire Member

    Messages:
    127
    Likes Received:
    2
    Trophy Points:
    16
    My answer to these sewer rats are. First use what GW gave us. Us the Engines of the Gods. Start with the ward save from shooting, when you get closer use the burning alignment. Second bring a carny. The oldblood doesn't need to be a big bruiser. we still get D3 wounds on all unsaved wounds. He is a monster hater. Feed him those rats. Third, bring our skinks. They kinda piss people off. I am not affraid of these rat rewrites. I do however think its crap that everyone gets their own lore except us. The race that is suppose to be the elite mages. Whatever.
     
  5. ColdBlood666
    Chameleon Skink

    ColdBlood666 New Member

    Messages:
    162
    Likes Received:
    1
    Trophy Points:
    0
    Yea "lore of the old ones" or "lore of the ancients" would be cool.
     
  6. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

    Messages:
    618
    Likes Received:
    4
    Trophy Points:
    0
    They get TWO lores to themselves! What happened to the lore of of the old ones!!

    *thinks of being able to create spawning pools....* :bored:
     
  7. DonkeyHotep
    Temple Guard

    DonkeyHotep New Member

    Messages:
    202
    Likes Received:
    3
    Trophy Points:
    0
    Create spawning pools..... No slann alive can do that, that would be dumb as hell.

    Slann ARE the masters of magic, normal, unadulterated magic as the old ones taught them. The eight lores of magic essentially all belong to the lizardmen because the lizardmen taught them to everyone else. Also, the "lore of the old ones" more so then being the eight lores, consists of all the toad powers that toads have, including the hovering palanquin and the EOTG. The true power of the old ones can not be dispelled, as they make magic look common.
     
  8. strewart
    OldBlood

    strewart Well-Known Member

    Messages:
    4,508
    Likes Received:
    73
    Trophy Points:
    48
    Hmm yes it is a good point, the Slann effectively made the 8 lores of magic so they are the Slann lores and other people just copied them. What I think would be a good idea is give the Slann an extra 1 or 2 spells (maybe make them pay for each extra spell they want and have a selection of 4 or so) that they get on top of whatever lore they are using. That would probably suit better than having a whole new lore instead of the 8 basic, because while I think new lores are fluffy and all if every army gets one it somewhat makes the 8 lores useless since the unique lores are almost always better than any of the 8 as they are designed for the army. A couple unique is good, but then overall maybe a couple of unique spells for each army that they can buy on top of a standard lore is better.
     
  9. ColdBlood666
    Chameleon Skink

    ColdBlood666 New Member

    Messages:
    162
    Likes Received:
    1
    Trophy Points:
    0
    Yea I really like mazdamundis big spell. It would be cool if slann all had like a destructive default spell that was common to them for ridding the jungles and temple cities of enemies. But I guess you can taylor them to be as offensive or defensive as you like. I mean what other mages can rely on knowing exactly which spells they are going to have every game? I use lore of death or lore of light almost every game.
     
  10. slannfrog
    Cold One

    slannfrog Member

    Messages:
    138
    Likes Received:
    1
    Trophy Points:
    18

    The vermin Lord doesn't use instabality, he has +1 to his flee distance, but he is affected by things that affect deamons as he is one.
     
  11. strewart
    OldBlood

    strewart Well-Known Member

    Messages:
    4,508
    Likes Received:
    73
    Trophy Points:
    48
    Ahhh I see, so lore of light and I believe burning alignment = good? Burning alignment would be pretty cool.

    Anyway, the Vermin Lord is expensive, cannot join units, takes a lord choice yet cannot be the general... I really don't think many skaven players will take it. Plus its not getting a new model, just a crappy really old one, so even less incentive. Many many more things to be worried about in that book. :)
     
  12. ColdBlood666
    Chameleon Skink

    ColdBlood666 New Member

    Messages:
    162
    Likes Received:
    1
    Trophy Points:
    0
    Lol yea like crazy warpstone addicted rats that climb bells.
     
  13. slannfrog
    Cold One

    slannfrog Member

    Messages:
    138
    Likes Received:
    1
    Trophy Points:
    18
    I'm a fan of the current Vermin Lord model, even if it's the old style of sculpting (done by hand rather then computer).

    Yeah, you won't see much of him. He's expensive, Lord slot, & only a 5 ward. Any range weapon unit can take him down.

    There ARE more things to worry about.

    I can't believe the Doom Wheel is only 150 pts! It goes into the catagory of "cheap units that kick ass." For example, the Hydra.
     
  14. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

    Messages:
    618
    Likes Received:
    4
    Trophy Points:
    0
    Umm, My friend is taking it, a behemoth (eek!) AND A PLAGUE FURNACE!

    150 points for unbreakable, artillary number of str 5 hits, toughness test of no armour saves aloud (twice) 7 attacks on top, manage resistance 2....

    ITS HORRIBLE!
     
  15. Tenno
    Skink

    Tenno New Member

    Messages:
    12
    Likes Received:
    0
    Trophy Points:
    0
    while yes all the cool new skaven stuff awsom sauce what lizardmen really need to worry about is curse of the horned rat, i can see it whipping out skink units omg ima have so much fun with that, still pissed they weakened warplighning,
     
  16. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

    Messages:
    618
    Likes Received:
    4
    Trophy Points:
    0
    Weakness to the furnace! When it gets below 10 models pushing it, they lose 1 movement on the unit.

    Example:
    9 models left-4
    8-3
    7-2
    6-1
    at 5 monks left, the thing can no longer be pushed!

    And the VLORD is gonna get its ass kicked by swarms of skinks..except for that damned REACTIVATABLE stormbanner
     
  17. Tenno
    Skink

    Tenno New Member

    Messages:
    12
    Likes Received:
    0
    Trophy Points:
    0
    good luck getting it that low lol mine will have at least 30 monks pushing it maybe 40
     
  18. ColdBlood666
    Chameleon Skink

    ColdBlood666 New Member

    Messages:
    162
    Likes Received:
    1
    Trophy Points:
    0
    I beleive 34 is the best unit size for the bell/furnace.
    P=plaguemonk
    F=furnace

    PPFFFPP
    PPFFFPP
    PPFFFPP
    PPFFFPP
    PPFFFPP
    PPPPPPP
    PPPPPPP

    Of course it will look MUCH smaller deployed on the table.
     
  19. The Lybithian
    Chameleon Skink

    The Lybithian New Member

    Messages:
    159
    Likes Received:
    8
    Trophy Points:
    0

    Ahhh, I too have had my entire High Elf army annihilated in 2 turns against chaos dwarfs and get destroyed half of the games I play. I've losts faith in the sons of Asuryan when Skaven wiped me completely.

    If we could do that, I would be spawning Saurus Warriors everywhere and my opponent might punch us if we do it too much. At least most of the units VC spawns are somewhat terrible. But whew, if we could spawn Saurus from spells, it would be a glorious, glorious, day.
     

Share This Page