Made me snort like an idiot right there..that gotta be my new favorite Warhammer profanity --------------------------------------- Swear-term "Sotek's arse" Refering to the behind of the revered and honoured serpent god 'Sotek', worshipped by the Lizardmen. Generally used in context with Games Workshop doing extra work to be extra dicks. ,- The big book of Warhammer Terms --------------------------------------------------- From now on I will refer to the "Arch" of Sotek....differently.
Because people who have access to the white dwarf where the magic cards are pictured have confirmed that the spells on the cards shown in the WD are high magic spells. Note that Gw has printed the same lore on two different sets of cards before, warriors and daemons both use the same lore of nurgle/Slaanesh/Tzeentch, but they were marketed as different products. Any word yet on the skink high priest? Does he have an expanded lore selection compared to the hero version?
Exactly right, also, the confirmation of skinks getting lore of beasts comes from a previewed page of the new book in the white dwarf not the battle report.
O.k., thanks. I'm just not ready to assume that it will be identical to High Magic in all respects, but I agree the probability is very high, and it's perfectly fluffy which is nice for a change Skink priests with Lore of Beasts...and I have 3 skink priest models already and will almost surely be getting this new one if nothing else. Oy boy! This is going to be fun, except when my opponent uses it against me!
I agree that with your example of the saurus vs WL, but as Stormtruper pointed out I see other possible uses as well. I like anything that swings the probabilities in my favor eg. need those chamos to get to that warmachine? extended hand of glory means their BS increases between 1 - 3, but also their movement On a good day they can now potentially march 18" + 12" range for blowpipes and at the higher BS they can double tap at long range and possibly take their target out. Even for combat the uses are solid on dinos and / or saurus. As example turn one, cast a spell you dont mind forgetting replace with Melkoths Mystifying Miasma turn 2 you can Hand of glory your unit and Melkoth's the enemy target unit = double the fun. Look I am just playing around with some ideas here, but imho there is potential...especially in combination with our lore attribute
I start to see the point, but I still have the feeling I would have liked a LM specific lore better... "Lore of Sotek" for the Skinks would have made perfect sense. ...do skinks gain acces to High Magic btw? thinking that having a Skink High Priest with both Wildform and another signature might pay of.
Skink Level 2s don't. They don't show the Lords page in the WD, though, so I can't say about the High Priest. I've updated the other thread with what I can glean from the WD.
No problem! I'd do it anyway because I'm so pumped This is probably the first release of one of my own armies that I've been around for. Previously I was out of the hobby when Lizardmen got redone, and the last 2 armies have been my regular opponent's (Warriors and High Elves) so its pretty exciting!
Its 100% High Magic. The three cards shown are identical spells and names, besides the lore attribute. Maybe we get two signature spells like the High Elves do though, as there are eight cards in the deck.
We do get two sig spells. Soul quench and drain magic, just like the elves. The WD shows those two spells and healing spell. I have been going over as much as I can using the magnifying glass app on my phone lol
Haha, good work! I must have missed that. Updated my topic with some interesting information on Rares. Check it out!
The Slann has gotten arguably better with High Magic plus the new spell swapping ability. Let's just recap the spells you can reliably snag by your second magic phase, the 8 signature spells. Shem's Burning Gaze - A great magic missile against Daemons and undead, probably pass over it for something better in most other cases. That's the beauty of the High Magic attribute, you can pick and choose. I don't forsee much speculative rolling on the Lore of Light... it strikes me as a lore you would take from the start if you really wanted it. Earth Blood - Might be something to help buff your Temple Guard Slann, but I doubt it will be a high priority choice. I could see people "rolling the dice" on Life to see if they can get Regrowth or Dwellers or even Throne of Vines. Wyssan's Wildform - At first I thought no Slann would bother rolling on Beasts, but really Wyssan's Wildform is such an awesome spell that it wouldn't surprise me if players wanted multiple copies of this spell running around in the army. Never discount a GW reversal that will now allow him to cast the 6th spell. Fireball - Probably a less likely choice unless you are facing a T3 army that you are missile spamming. Fire also seems to have few tempting reasons to roll the dice hoping for other spells. Iceshard Blizzard - Makes a unit a bit easier to break in combat, as LM we all know what Heavens does and what it doesn't. Something to point out might be that the rerolls from Harmonic Convergence are slightly more valuable now that we have the Predatory Fighter rule. Spirit Leech - Now we're talking! I'd definitely roll the dice on Lore of Death, because of how awesome Soulblight can be. Spirit Leech is a nice fallback if you roll something poor like Aspect of the Dreadknight. Searing Doom - It's fairly obvious that this is one of those lores with a really great signature spell, and just average other spells. That said, I'd love to have a unit of saurus with Wyssan's PLUS the Enchanted Blades of Aiban. Str5 T5 +1 to hit, armor piercing, magic attacks! Melkoth's Mystifying Miasma - Combine this with Hand of Glory and some of your Saurus might actually strike first in combat! This is a pretty useful spell, as players of Shadows Lore can attest. Shadows also has some decent spells worth taking a roll at, including the infamous Mindrazor. So I think the key will be, after each magic phase, take stock of what spells you can swap and what you can swap them for. After a little bit of practice, it seems to me that after each magic phase, a cunning Lizardman player will adjust his magic selection to fit the situation on the battlefield. You'll have to strike a balance between what you can potentially roll in each lore compared to whether or not the lore's signature spell will be useful. My one big hope is that the Slann retains his ability to take Loremaster. That would give him 8 spells from High magic as a default, and any of those 8 spells can be swapped out for whatever seems the most useful at the time. If we keep Loremaster AND the rumination free power dice, then the Slann has gotten even more brokenly powerful than ever before. I also think the double-slann lists will fall out of favor, since the Slann now has the utility of a Loremaster of Hoeth but retains that level 4 Slann power goodness.
The lore of Sotek is better known by its other name - the lore of beasts I'm kind of hoping that Tehenhauin has been buffed to acceptability this time, I would like to make a sacred host of Sotek army (yes I will paint my Skinks as red crests and damn the lack of spawnings), hoping he is a L4 beast wizard.
White Dwarf Daily teaser post on Lizardmen up! http://www.games-workshop.com/gws/wnt/blog.jsp?pid=10200054 I got excited thinking it was the actual pre-orders then :/ Not too much new info though. Still, it's nice to see the Carnosaur clearer - interesting scale/diamondi/feather detail on the shield!
Pre-orders are indeed up And looks as though we just have Skinks and Saurus in Core. Hopefully that means we get some more options for them in the book. Fingers crossed! EDIT: Holy cow, one is like $1,600. And a Saurus Horde? Neato.
Bleh, so in their infinite wisdom they actually take things away from Core. It had better be cheaper.
At least you have the option to make models on foot from the Carno/Troglo kit. And yes, definitely High Magic, like we really needed confirmation Also, that Skink Oracles looks a bit too...happy?