I would guess that we would probably see: Plastic Chameleon skinks Monstrous Calvary (my guess would be horned ones maybe) and a new Monster (if rumors are true and 9th edition will see flyer rules I'd say a coatl isn't much of a stretch)
It was interesting to see that the new High Elf book didn't include new Monstrous Cavalry nor Monstrous Infantry. I think it's the only new book that doesn't have either. So it's not set in stone that the Lizardmen will get new MC or MI. Though I would gather that it's much easier to come up with fluff-realistic units for Lizzies than for HElfs... EDIT: Also, apparently the High Elfs get a table that grants effects as determined by the Winds of Magic roll, kinda like the Daemons'. So maybe that's what we will get, too...
The HE table you refer to is only applicable to the new Phoenix units. It adjusts S, T or Ward Save based on the highest dice roll for Winds of Magic. 1 and 2 are negative effects while 3 -6 are positive effects (don't have the details at the moment). I wouldn't expect Lizardmen to get such a table, unless Matt Ward writes the new Lizardmen book too.
Yep. He likes to give "Ward" saves out like candy too. Just look at the new High Magic lore attibute. It gives a 6+ ward to the caster's unit. If the unit already has a ward (even if it was granted by the lore attribute) it stacks +1 with a hard cap at 3+. Big units of Helf with a High Archmage are going to be abnormally durable. He also gave Dragon Armor a 6+ ward in addition to the 2+ ward vs fire it already had. Both Phoenix models sport 5+ ward saves too. Essentially he increased HE ward capabilities (not counting those granted by special items) by ~300%.
Yeah, the amount of Wards (your joke made me laugh) is pretty ridiculous. It seems that one of the key elements of fighting against the new High Elves is to stop as many of the High Magic spells as you can. Not only because of the Lore Attribute, but also because some of the spells are nasty. Wound a character AND destroy their magic items? Ouch. One upside is that as the roll to wound is the same as armour save, Slanns are pretty safe. I wonder if the spell can even wound unarmoured targets?
Yeah, stopping High Magic will be key, but the new Book of Hoeth may make that more difficult. It no longer grants IF for free. Now it allows a reroll of any casting dice that aren't sixes. Combine that with High Magic's fairly low casting costs and you have a nasty magic phase to face. If the High Mage joins a unit sporting the new Banner of the World Dragon, it gets REALLY ugly. The banner gives a 2+ ward against all magic attacks (this includes CC, range and miscasts). I for one an very gald that I am the only HE player in my group (no one wants to try my elves either) and very few people play HE in my area. Though that may change if the book turns out to be competative enough. However, I'm really enjoying the Lizardmen so I'll probably play them more than the HE.
The elves are complaining a bit about not having anything to throw extra PD into the pool. Because of this the lizardmen still dominate the magic phase imo. Now a bunch of the HE followers are saying that GW is trying to eliminate throwing extra PD out of most armies. Does anyone feel this is true? And if it is what about Rumination? I believe this is our single most powerful ability and would hate to see it go or get nerfed...
WISHLISTING I like the idea of Lizzards being bigger than other armies in some ways. It would be interesting to see two possible play styles. The current inf heavy with Slaan and magic & an Oldblood strike force that hits hard. Cold Ones to Core MC (Carnosaurs?) Keep steg in special keep ancient in rare as the howdah/buffing monster Large carnivorous monster
Coatl is very likely, as it has appeared a few times in Lizardmen art. Although Thunder Lizard is also very well known, or even a return of the Arcanodon.
I had a weird idea brought on by reading some of the newer books. GW seems to be going crazy with the ward saves lately, especially with the high elves and the Banner of the World Dragon. How about a magic banner that allows for negation of ward saves in some way? There are a few ways you could do it... Single Use - Used on an enemy unit in close combat. Since it is single use, I'd say it negates ALL ward saves for that close combat. Sort of the all-or-nothing approach. Reduce ward save rolls by 1, always on - This would be pretty good all around, more expensive obviously. Maybe a little too good against Daemons, so make it where all Daemon units hate the unit bearing this standard? Reroll successful ward saves - Potentially too good for a whole unit. Basically the Other Trickster's shard. Hmm, probably way too good. I know ward saves are rarely negated, but now that we're seeing 2+ ward saves (or 3+ on whole units of Phoenix Guard) and the Daemon Prince 3+ reroll 1's ward save, I think a little anti-ward would be handy and not totally out of line. You'd think Lizardmen would have some anti-ward ability due to having Daemons as an ancient enemy. Then again, it might be even better to roll it into a new spell in the Lore of the Old Ones. Or even make it the lore attribute?
I like the idea of an item that can reduce ward saves in base to base contact. One use only would be kind of lame though. Then again, I feel like one use only has been the chief method of the nerf bat lately, so I may feel differently in a few weeks/months.
Predictions on our monstrous cav... Maybe juvenile carnosaurs, but more likely some kind of velociraptor. Wouldn't surprise me if killing blow made an appearance. Seems doubtful they will be barded, I'm guessing 4+ armor at best. Also scouting (clever girl!!) Perhaps forest strider. If they go the "ambushers" route instead maybe we can get some kind of hero to put with them that gives a reroll to come on the table. As for stats, I'd imagine these to be M8 WS5 BS0 S5 T4 W3 I5 A3 Ld8. Pretty quick buggers, especially compared to other Lizardmen units. I'd imagine the guy on back being a normal saurus cav guy with a spear. Not sure if saurus cav will change much, probably just get cheaper. As for special rules, maybe against large targets a roll of 6 to wound causes D3 wounds? Maybe flank or rear charging grants them ASF?* I'd honestly prefer something unique for our monstrous cav, rather than the pure destructive, 1+ armor, million attacks thing. Something sneakier and requiring more finesse. *flank or rear charging granting ASF is not a bad idea as a game-wide rule for 9th edition come to think of it. Getting those flanking charges in used to be a lot more important, and this would fix that problem right up.
Rule wise, I like your ideas, but model wise, I hope they don't use raptors. The DE cold ones look like raptors and our cold ones look like their highly inbred second cousins. IMO, carnasaurs are just the right size for MC. However, I can't see even the craziest GW game designer giving us a unit with a carnasaurs current stat line. Not at an affordable price at least. I would rather have a coatl that had rules similar to the new HE Phoenix. Not exactly the same, but something along those lines.
What I really need for the lizardmen to improve is something like. For starters, I love kroxigors but unless they have the ability to carrier banner, musicians and able to equip magical banner, they aren't much to play with. Short bows with Poison rule within skinks cohorts or terridon riders. nuff said. Slanns; they might be the most powerful wizard in warhammer (until a certain chaos army ruin it) but unable to defend themselves so what we need is for them to get mixed magic so we can have a slann that shoots magic missile. Make stegadon a little cheap but with a stronger bolt thrower. Salamander are fine but razordon needs some love if they're ever going to be used. It may sound like a wishlist but it's logical if they're going to be top tier
My predictions based on absolutely nothing but wild speculation! Terradons with Giant Blowpipe. Stegs ridden by Saurus with Lances (Monstrous Cav like Mornfang Cav) SKROX units will be abolished. Krox will get a boost of some kind (extra wound, weapon option, regeneration) Slann - Will always be a level 2 and will have to buy levels up to 5. Carnosaur will be Rare Will get some sort of flying Monstrous creature
I'm thinking of a krox dual kit with a new type of monsterous infantry. Krox need command models too.
I want something we can shoot beyond 36" range. hoping for a stone thrower. really amped about a coatyl model though. some flying MC would be awesome!, or MB. i'll take either.