I'm pretty sure all the rules issues will come out in the wash when we disect the book on saturday, The only thing I'm really gutted about is no skink lord caster, especially after they marketed a "skink high priest" miniature. Someone at HQ must be having a good hard laugh about that one. It does look like there are a total of zero overpowered units/items in the book, which is something new for a GW army book, even Tomb Kings had isolated units that were above the curve (Necropolis knights).
Okay now that the grog of early morning forum review has washed away from me here are my thought. I am, and always will be, a fan of infantry. I love having big blocks of saurus to get stuck in and sort out the opponent. In this regard I am happy so far. All the saurs type troops now get PF, and temple guard went down in points. Not to mention that High magic and lore of beasts really helps out our fighting infantry quite a bit. On the monster front, I think the bastilodon will have many many uses, and if we find the trogolodon and carnosaurs are useless, well the stegadon got better and cheaper and now has available upgrades. Considering we used to ONLY use stegadons and they got the job done for the most part, this is a big plus. I actually think that rippers are pretty cool, and have many uses as well if used properly. Our magic items sounds pretty good for the most part. The only thing I struggle with is the slann. Not sure what to think about it yet and will deff be a judgment made only when I have the book in my cold, scaled hands. However, if it does turn out to be essentially as powerful as any other 4th lvl caster, then I will be hard pressed to spend 300pts on that...
I for one will wait until I have the book, have painted the models and played a fair number of games before I pass judgement. Those of you who feel the need to spit their dummies out over "rumours" really need to take a step back and chill.
Woke up this morning to a bunch of new info that for the most part excited me. The carno/Trog info seems to suck but oh well I get to save my $100. The pages of doom and gloom that followed as crazy. Preordered the book on my ipad, time to wait and see
"SLANN RUINED BEYOND ALL HOPE" . That is a little ridiculous. He is still a level 4 wizard with 5 wounds and a 4+ ward save built in. From the sounds of it he can't be cannon sniped when in TG at all now. The discipline that grants the channel 3 (which I read as 3 dice every time he channels but does it mean he rolls 3 when channeling?) is your new magic buff. You get extra dice = you roll more dice per spell. It got nerfed and it needed to. It is now random instead of a set extra dice per spell. Ok that's fine, were playing Warhammer Fantasy Battle here - random crazy stuff is what the game is all about.
cba to post on warseer, but why is everyone whinging so hard about the slann? Did nobody else play in comped games? Assuming he won't need comping now, he's about the same as he was before for me....? EotG sounds decent assuming the ward extends to combat. Still rather have the ranged protection, but I guess you don't need a suicide priest anymore Krox sound like pure win now, assuming the unit retains the rest of its rules. Look forward to smashing those monstrous cav even more so! Steg with impact hits causing d3 wounds sounds amazing too. Certainly feels like we have a lot stronger options against cav/MC/monsters, which is where I struggled before.
I agree , I chose to play Lizardmen because of the dinosaurs. Good or bad I'm still going to use them. Although it will be a slow build up because that's a lot of money for all the new stuff but I'm excited to get the book and make it work for me.
I am also worried about the slan. For what it looks like it doesnt have the casting and dispeling power that it had in the previous book and it is also expensive. However with the rumors I have hear so far I would definately take a slann this is why They have more versatility in choosing their spells than any other caster in the game including Teclis. They can: - choose spells normaly like a level 4 with acces to all lores - choose to have the 8 signature spells ( the only other army with this options is HE, and their caster is only a level two) - loremaster of high ( and allowed to change spell) That is a lot of options, in addition - he has a 4++ - he has 5 wounds - he cant be sniped - he can channel 3 - he can rerol miscasts - he can go etherial - he cant get thunderstomped - he can be a bsb with L 9 amd coldblood - he cant be targeted by spells that affect foot units - he always passes LOS MOST IMPORTANTLY he can chill in the back of the table and trow spells trough skinks this is HUGEEE it gives the slan magic phase control over the whole board practivally for direct damage spells I was thinking, I know carnosaurs may not be viable now but having a scar veteran on carnosaur with bsb will now give us an 18" bsb buble because the carnosaur is a large target. I migth be tempted to give it a try
Latest news from Warseer Big Nerf to Skinkrox units, Kroxigor are now targetable as normal by any model in B2B with a skink that is in B2B with a Krox. In otherwords Skrox units only purpose now is to move Kroxigor into core rather than special, the kroxigor will still die just as quickly as if you fielded them solo.
Assuming the slann can still take a magic banner along with other magic items. With all signatures and new Direct dmg skinkpriest telepathy plus banner of dicipline we are talking ld 10 deathsnipes pretty much anywhere on the board.
My book didn't arrive today as expected. I'm not even mad, because everything I read depresses me further. Its not the Slann being nerferd - I accepted that would happen - or the nerf bat in general. Its that everything which underperforms doesn't appear to have been improved to a reasonable standard to compensate. About the one good thing to come out is cheap Ancient Stegadons with multiple wounds on impact hits - and, as monsters, they are cannon bait anyway.
Wow! LOL annnyyywayyyssss To be honest I never took them anyways. I was thinking of doing it this time around, but after hearing this I guess not. I will be trying out running a unit of Kroxigors though to crack mon cav and other things of the like. As much as I defend some units or gripe about others I will absolutely be trying everything out before I dismiss it. Day 1 I will shut up in my cave with the book and craft 20 diff lists and then make my buddies really really sick of playing lizards.
A glance at the new carnosaur kit probably should've given you a clue Well, I have 4 stegadons so with their new multi-wound impact hits I think I have the anti-MC angle covered, probably a Saurus core with a TGStar and either Chakax if he is worth it, or a scar vet on a carnosaur just because I can, then skink Skirmishers, chameleons and terradons for WM hunting, then a Bastilodon with the snake ark and a few random swarm bases to spread around the poisoned love. Boring but serviceable.
Hope the Skrox rumour isn't true. Our at least that we have something to balance it out (s7 doesn't help of they get annihilated before they can strike). Any news on the Troglodon acid spit or whatever it is? Or the skink oracles abilities? That low leadership will hurt, I'm eager to see how they justify the cost
If this is the case, then maybe that means kroxigors in skrox units can also stomp? I don't know, if the mixed unit still can't be thunderstomped they will retain some usefulness.
Acid spit is 18" S5 D3 Quick to Fire. Sounds great, right? BS3 so it hits on 5s at long range. Then it dies to the first war machine that looks its way.
The skrox need to remain a unique mixed unit. They were the only thing I had to throw infront of thunderstomping monsters. The Krox immunity being removed sucks but was too sweet to keep I guess.