I agree Spiney. That is the first thing I thought of. I don't know what the cost of the channel gift is but I'd guess around 30. That plus the arcane item is not a terrible investment for +1 dice per magic phase.
Yeah? I was looking at Loremaster High Magic and the Earthing Rod, personally. If I'm investing that much in a caster, I want some insurance that a) I get the spells that I want, and b) I have a chance to not fall into a hole or lose wizard levels.
Some stuff gleaned from a German site: The carnosaur upgrade bloodcurdling roar requires that you roll 3D6 and discard the lowest dice on terror tests according to the source (not just roll 3D6 for LD) and the other upgrade is apparently swiftstride. The Oracle skink on the Troglodon may have the same rule as skink priests in allowing the Slann to use the skink Oracle for line of sight, front rank and range for MM and DD spells. The divining rod upgrade for the oracle allows it to channel as though a wizard. The oracle is part of the Troglodon model (split profile) and cannot be separately targetted. Steg upgrade sharpened horns (10ss) gives multiple wounds D3 special rule for impact hits only. Unstoppable charge (devastating charge??) is 5ss. Stegs (ancient and regular) are both cheaper and Ancient steg has the EOTG upgrade in the rare slot but it is only a 6+ ward save (not 5+) but also gives +1 to casting attempts in one chosen lore. Krox are S5 and predatory fighter special rule (+1 attack for each roll of 6 to hit, effective average =.5 attacks per model). Slann can take up to 75ss in disciplines (max 4) and has separate allowance for magic items (100 points as before?). A discipline may not be taken twice in the same army. Slann disciplines are varying in costs. Ethereal slann option costs 30ss and he may not be in a unit with this option and also has the unstable special rule with that option. The disciplines cost between 10ss and 17.5ss (may not be correct but the poster clearly indicated that most disciplines are cheaper than the fixed price per discipline in the old book). One is the ability to repeat the first failed dispel attempt (or dispel attempt) per magic phase (hard to read but this is apparently the new version of becalming). A discipline allowing slann to heal ( the translation is not clear, soemthing like ability for x number of successful casting attempts or roll a D6 per successful casting attempt to recover wound). Loremaster of High Magic is one discipline. Loremaster of all signature spells in the common magic book is another discipline. Cannot take both loremaster disciplines and know 16 spells at once. If two slanns are in the same army, they may swap one spell per turn. The Slann need not join the TG unit. Apparently, predatory fighter rule forces a test to avoid charging or over-running (can avoid with LD test). The extra attacks generated by predatory fighter rule do not also have predatory fighter ability. So, if you roll a 6 to hit with one of the extra attacks gained from this rule, you do not get another extra attack. The troglodon special roar that gives an extra attack on a 5+ roll to hit for models with the predatory fighter rule is a one-use only rule and affects all units within 12". Trogs are 100ss and in rare slot. TG still have same equipment (LA, shield, scaly skin, halberd) as before. Slann auto passes look out sir test if in or near? a TG unit. Also, -1ss cheaper 9can buy 8 rank and file models for the old price of 7). Ripperdactyl rules monstrous cav, frenzy, AP and killing blow for the mount confirmed. 2 attacks base + frenzy for mount. Also, opposing units with blot toads in them cause extra D3 attacks per mount and get to re-roll to hit (special hatred of units with toads in them). Potential for up to 6 attacks per mount with AP, KB, and re-rolls to hit against units with toads. Cost is 20ss. 4+ combined armour save due to mount, 6+ scaly skin, and 6+ base armour save. Rider is just a skink with spear. Mounts have I3. Bastiladon howday (solar engine) gives +1 initiative to all cold-blooded units within 6". Apparently, the snake howda (Ark of Sotek) can be employed (bound spell?) even if marching or charging and in combat. 2D6 S2 poisoned hits on each enemy unit within 6" (even if in combat) and generate at jungle swarm model on a 4+ in a swarm unit within 6" of the basti (not sure if both effects or two separate abilities from the howdah). Magic Helm Helm of Stegadon of Itza (20ss) (reportedly +1AS, +1T and D3 impact hits when charging) Piranha Blade is 25ss (reportedly multiple wounds D3 special rule) Cold one cav are cheaper base cost (-2.5ss) and can still take magic banners (other sources in English say no magic banners? May have mistranslated.). Spear upgrade is 2ss (some contradictory information in prior posts but this appears clear) Both scar vets and oldbloods are apparently each -2.5 ss cheaper than before with same abilities (note prior post with option costs for scar vet already posted and confirmed, likely the same types of changes for oldblood model options). Previous changes -5ss for razardon and salamander hunting packs (+2.5ss) already posted previously and confirmed in White Dwarf image of rare page of army book. Salamanders spout flames reportedly just S4, no more auto panic and no extra -3 to AS as in the past. Also, reported that, even though skirmishers, you cannot march and shoot but may move and shoot with these units. Sallies are slow to fire (no stand and shoot) but razordons can and must stand and shoot as before but roll only one artillery dice to determine the number of stand and shoot shots (quick to fire) and get to re-roll the artillery dice if a misfire or a low roll when standing and shooting (used to be a razordon rolled two art. dice but got no shots if a misfire were rolled, re-roll reduces risk of misfire when standing and shooting). The High Magic lore attribute is different for Lizardmen as opposed to the High Elf attribute. If you successfully cast a High Magic spell and choose to forget it at the end of the magic phase and replace the forgotten spell with a new spell from the common magic book (choose the common magic lore and roll for the spell as normally is done). Once the new common magic spell is chosen, the spell has its normal lore attribute (cannot forget that spell and replace with another). This effectively would allow you to take Loremaster High Magic discipline and cast the spells early that you might want to replace and replace with signature spells or other spells from the common magic book. Since you would know 8 High magic spells, you could end up with 4 High Magic and 4 common magic spells (all signature for example) at the end. Much of this confirms prior postes, but good to have confirmations.
Some more information summarized from Warseer and other sites earlier today possted on another site: Some of this is not direct quotes but editted from the sources as posted. War seer deleted some of the cost information, so I'm trying to pull together from multiple sources given someone has the book but is only posting partial information as read for the first time. Kroxigor are back to S5. 25 Skaven Slaves. Fair price with S5 (probably 45 points or less if in old configuration but combination of predatory fighter rule and S5 is huge with these very tough and high armour save units). Apparent "Nerf to Skinkrox units, Kroxigor are now targetable as normal by any model in B2B with a skink is in B2B with a Krox when in combat phase. A skrox unit can be stomped and thunderstomped due to skinks in the front rank. 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." [I don't necessarily agree that is the only purpose, although a quite important purpose. The ability to target Krox is a bit of a nerf but at a risk of loss of ACR since Korx are T4 and 4+ AS whereas skinks are T2 and maybe 5+ AS with a parry save. I think that the boost in leadership to ranked skinks with poisoned javelins is huge, especially given 6+ scaly skin save of skinks.] Skink cohorts can be upgraded to have poison close combat attacks (makes skrox units and Matt's small ranked skink units potentially much more effective especially in dealing with tougher units with lesser armour saves) Skink priests can now channel Direct Damage as well as magic missiles from the Slaan (pretty powerful given their M6 and ability to hide in a unit of skirmishers or ranked skinks; I loved using the focus familiar with a lvl 4 on peg in dark elf army and this benefit cannot be underestimated) Slann still infantry, but can't be thunderstomped. Ancient steg gives units within 6 6+ ward with the engine (not 5+??). Also choose a Lore and it's 1 easier to cast spells of that lore. Reportedly, the casting bonus stacks (maybe the ward save boost as well?). Stegs - one of the upgrades gives it's impact hits multiple wounds D3 special rule.. That is good with D6+ 1 impact hits monstrous cav/infantry killer Bastilodon - S4 T5 4 wounds, 3 attacks 2+ Save (kind of was hoping for T6) Solar Engine/Ark Beam of Chotex from howdow with crystal is a bound spell 3 range 24" - roll a D6 1=D3 S3 hits, 2-3=D6 S4 hits 4-5=2D6 S5 hits roll a 6= 2D6 S6 & -1WS & BS till next magic phase (saw this in a couple of places) 75 Skaven Slaves for a Bastilodon (good price for what it does). Solar Ark The Inititative bonus doesn't stack. For the howdah with the Snakes option, the ranged bit is range 6", every enemy unit within 6" (or D6"??, conflicting sources) gets 2D6 st2 hits. Also works in combat. All swarms within 6" get a new base on a 4+. Also the Bastilidon when charged gives no rear or flank, also you allocate 1 of its attack to be S10 + 1 hit if on the rear (mind blank on the name) Slann items/disciplines: Wandering Deliberations 15 Skaven Slaves - Slann knows all 8 sig spells from rule book lores (very good! like the HE lord but at lvl 4) Soul of stone 12.5 Skaven Slaves - allows the Slann to add or subtract 1 from the miscast result instead of original (potentially very useful) Becalming discipline cost not known but allows to re-roll dispel dice Also MR3 is a discipline Slann can take discipline that gives 3 dice to channel, possibly channeling at 5+ as well, so average +1 PD per magic phase. It's not great, but it's both offensive and defensive, giving a better chance to get more power and dispel dice Slann 12.5 Skaven Slaves more expensive basic. Slann can only go in second rank in temple guard unit. Always passes look out sir. Treated as infantry but not for being attacked (spells targetting models on foot-apparently dreaded 13th- are ignored for Slann), stomp and other purposes. 4+ ward is still innnate Ethereal slann option but cannot join a unit if ethereal. Something about ethereal, stubborn and unstable go together, so best keep slann out of combat if that option is chosen. Some magic items - Egg of Quayno - roll a D6 one use on a 4+ does 2D6 S5 hits on a unit in combat with bearer 1-3 not as good Stegadon helm +1 save +1 T D3 impact hits Razordon - Grapeshot @ st4. reroll artillery dice on stand and shoot (it used to be you got to roll two art dice on stand and shoot but a misfire meant no shots, re-roll means avoiding misfires more), he can move and shoot but not march and shoot (from translated German site) with 18" range, S4, quick to fire. Cold One Cav area few points cheaper and Cold Ones themselves have 2 attacks. (This makes sense given predatory fighter special rule) Another source: "heard somewhere that coc are 2.5slaves cheaper base cost but upgrade to spears costs 2slaves, yes you read it right 2slaves for spears"; note: another source says 1ss for spears (German translation). A mate has the book. Just answered a few of the first question that came to my mind. "Apparently the Troglodon isn't great, " 3 attacks, toughness & strength 5, 4+ save, one use only roar which makes PF work on a 5+ 100 sslaves. " (Of course, we don't know what the diving rod option and skink oracle do yet, so this may still be good) The spitting attack is SD6 shots at S5 range 18", quick to fire, multiple wounds D3 and at BS3 (possibly also poisoned? based on description) Swarms are a lot cheaper at -5ss relative to old book. Also, if you have a swarm in close combat, then all your close combat attacks are poisoned from everything Another post: "Skinks get poisoned ranged weapons by default (javelins and blowpipes as before reportedly), and cohorts have the option to upgrade skinks to have cc poison for 1 sslave per model I will not talk about the Troglodon rules. They made an awesome model and ruined it with rules, then finished it off @ 200 points. Worse. Than. A. Giant." Base costs for saurus, ranked skinks, and skink skirmishers are the same as before. Looks like sallies get S4 instead of S3 and -3 to AS from their spout flames shooting attack (better able to kill basic infantry and stuff but hard to kill high AS cav and other models) Also, they explicitly cannot march and shoot but can move and shoot spout flames (from translation on German site0. Terradons and Ripperdactyls are confirmed to be monstrous cav as well as flying cav (like bret peg knights). Terradons are 2.5 ss mroe expensive than before. Still have drop rocks and poison javelins, can exchange javelins for bolas for .5ss that are S4 and flaming 6" range shooting attacks, quick to fire. Gain 6+ scaly skin, so =1 to armour save. Chameleon skinks are -.5ss cheaper, same rules but LD may be -1 from before.
Horn of Kygor - 35 points - sounds at start of move phase, all friendly monsters, cav, war beasts, get frenzy so if this is true CoC will have 4attacks +1 or +2 if frenzy coes to mount too?
If the Horn of Kygor affects both rider and mount, and Cold One's get PF, then CoC just got very powerful! As in 7 attacks per model (on average) powerful. Add the razor standard and you have a meat grinder. Chaos Warrior burgers anyone?
I like the poison in CC. I wonder if that applies to a skrox unit. Do the Kroxigors gain the poison attack as well?
I genuinely don't understand why non-Spear Saurus Cavalry couldn't go down to 25 points and in to Core... Yes. Any unit attacking a unit in B2B with a Juingel Swarm gets the Poison. I don't know why you'd want it on S7 Kroxigor though :/
Still an auto wound, so less chance you're going to one's bomb your to-wound rolls. Anyone hear anything about Tenehauin? I believe I read on Warseer that he was a level 3 this time around.
wasn't gonna read any spoilers but couldn't help my self. alittle disappointed with the skrox things but thinking about it im sure most oponents would still attack the skinks for the easy combat res
Against most standard infantry I'm more than happy to have them attack my T4 4+ W3 guys over my T2 5+ W1 guys. Against, stronger stuff and elites....not so much.
I've been trying to keep up but I haven't seen: Do we know if Predatory Fighter breaks the number of supporting attacks limit?
Quote Originally Posted by The bearded one View Post €*%#%^*! Curses curses curses! I just got a scoop of intel on the 'predatory fighters' rule. ^%^#*@*#! A unit that contains one or more models with the predatory fighter rule can NOT test to restrain pursuit, unless there is a skink character within 6" of the unit. Yup, all your saurus and monsters just got prime targets for frenzybaiting.
I would assume that it does, because those attacks are generated after the first set of attacks and would be resolved as a separate roll. @ GCPD The poisons for Krox will be interesting because with normal skink poison (str3), an armor save is allowed. With Kroxigors, that will be a str 7 poison (I think). Which will eliminate many armor saves. Add in the PF attack rolls, and that would be pretty good, in my opinion. I think that would be worth it. @Storburken Welcome to the forum. Just insure that a cheap skink chief hangs out at the back of the unit. Problem solved. He has a target on him, but no problem, he's cheap.
Hmm, that's an interesting rule. I typically restrain pursuit with my blocks. Though I agree with Arli. Spend the 40 points on a babysitter if you are really worried about it. I wonder if the Oracle counts as a Skink Character?
Not an issue if you play with a skink priest in one of your saurus units such that it is within 6 inches of all of them... Also, that is only restraining pursuit of a fleeing enemy if I understand you correctly, which isn't a huge deal, as most things that aren't worth chasing will have died entirely in the combat anyway. Or you could just take a second skink priest (1 beasts 1 heavens), and put each one in a saurus unit on either side of a temple guard unit such that at least 1 is in range of any unit with the predatory fighter rule.
The only problem that I can see is with the CoC. It may be hard to keep a skink close to those guys. But you could also mount the skink on a ripper so he can keep up.