Hey Guys. As known to some of you I stated that "I could do better" in one of my rants on the new books, which I tried to live up by redoing the concepts of the new units. During the process I ended up getting ideas for completely new concepts...so now im working on an Army expansion instead, with new rules, new units and fluff for everything. (note: I wont redo current units.) The basic idea was for it to work as an addition to the current book but as the project expands I can see that it might end up being an entire new army.....might.... depends how much time I can afford to put into it. I'd like to avoid making the same mistakes as GW by not asking their customers about their thoughts, so this thread is my hope of getting a piece of whats inside your guys skulls (no khorne intended) for me to use before sharing it with you guys. My question is: what do you guys think the current army book lags? The answer i'd like (as there were some misunderstandings beforehand): blunt and simple answers examples: "we need magic varity, because ..*your reason*" "I think we miss some core variation, because ..*your obvious reason*" please restrain yourselves from coming up with concepts on your own Examples: "we need a coatl that gives skinks +1 lvl and has a breath weapon" "we should have dragon ogres with wings that throws stegadons from their rear arc" The current problems I know a couple of you have mentioned is: - too few core picks - slim toolbox - need a middle-man wizard between skinks and Slann - functional problems with some of the units. - fluff opportunities that got dropped on the floor. even though I dont agree with all of these points I am putting them into consideration, and I would love if you guys would take a sec to tell me what YOU think the book lags? I will update the list as the "book" (its more of a file anyway) expands. This is the list of units currently in it for: (Nameteasers) Bookname: Lament of the Deep Jungle (workname) Lords - Sheperd of Sorrows Wake (hint: Chakax model could be used for this) - Saurus Caller of Old Heroes - Skink Veiltreader - Kentronian Chieftain Core - Skink beasttrackers - Kentronian Callows Special - Saurus Mournhost - Saurus Swiftclaws - Savaged Kroxigor - Itzl's Craddle (Thanks to Iron Jaw and Gor-rok's combined comments) Rare - Archaesaur - Kentronian Impalers - Quetzl's Guardian This is the list of problems you guys pointed out: - too few core picks - slim toolbox - need a middle-man wizard between skinks and Slann - functional problems with some of the units. - fluff opportunities that got dropped on the floor. - fluffy units - too little relic-inspired weapons / magic artillery - carnosaurs on foot. - sacred spawnings opportunities
I was hoping for some expanded core units... like Saurus of the Dragon isles or Skink hordes of Sotec... something fluffy like that.
A couple more Magic Artillery type relics. Any kind of interaction between them would be great (powering each other up, and so on). Nothing especially reliable, either. The potential for devastation, not the guarantee, is what makes Beam of Chotec fun and great, and skinks using arcane objects they don't fully understand is super fluffy. Oh, and a good, tough monster, maybe prodded into battle by skink handlers. It'd have to have potential for them being eaten, of course.
What if you could have Unridden Caronos? Some that are prodded by skink handlers? Or Maybe they are "babby" Carons" that are being trained?
Thought about it, but more as a chaff / warhounds unit...problem is "raptors" is taken by Cold Ones, and that they need a rider to not be stupid all the time. trying to solve this though! Also: OP updated
The Coatl. We need it because we need a way to give the skinks a way to generate enough power dice to be effective without having to always take a Slann based army. We need it to be a truly magical creature, so ethereal and with a nice fat ward save. I don't see it as a combat monster or a breath weapon user, but I could see it having a bound spell or two, and I would also think it logical that it would boost our flying units (including the rippers) with +1 Ld, I and WS, or perhaps even better, allow you to take them as up to 50% of your core. Using a Coatl based list you would really have a new way to field your army and and keep opponents on their toes as well, forcing a new level of variation on not just the Lizards but all races they must face. Fluff wise it is already part of our race's backstory and it's long overdue to make an appearance in our games!
Yea, that why I said Raptor Swarms. Back in 5th edition we used to be able to take either, snake swarms, lizard swarms, or (I think it was) insect swarms.
While I agree with you im not sure I can fit it in lorewise and/or unitwise..as ive already covered the huge flyer and viable medium wizard choices (but you had no chance to know that). although...I might just gotten an idea that could include it without it being cheesy....I actually think it would even make sense Hopes up! While I like the idea of an aerial buffer I dont think its the Coatls call of destiny to fill that role.....but...perhaps....perhaps perhaps you have just given me an idea...which could make the CoatL do this indirectly I remember have actually been working on this a bit and I think im starting to get a concept that holds! -------------------------------- Something else: Does anyone have any lore info on "Zoats" ? Im not gonna use them directly but a concept im working on needs me to know things about them. I know the following - What the "Storm of Magic" book tells about them - in 40k they are slave-race to tyranids. - Lizardmen used to fear them in old editions (havnt confirmed this one) - They mostly live in the old world. ..does anyone have anything on them beside this?
What about atlatl-armed kroxigor? It could even be an upgraded weapon option for the kroxigor special unit. Basically it'd be a one shot bolt thrower.