8th Ed. Oldblood with the wizards hat.

Discussion in 'Lizardmen Tactics' started by Revered_Guardian, Jul 19, 2010.

  1. Revered_Guardian
    Troglodon

    Revered_Guardian New Member

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    Well, i tried this earlier today and theres only on thing I can say....

    I love it.

    I've always been unsure of what lord choice to take, but with the new edition, I can have a magical saurus run around, and the thing still packs quite the punch. For an entire game today he was spamming the purple sun, although it was ussually blocked, it got through on a few occasions, and the ability to cast magic and fight in close combat at once was surely an advantage....

    So, has anyone else tried this?
     
  2. Skrox
    Cold One

    Skrox New Member

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    I dislike that hat because it seems like you want to get combat characters into CC asap (and in 8th they will probably stay there more than one turn) and if you end up in CC then you can't cast spells. Plus its his whole magic point allotment. I would rather just spend that hundred on a skink priest, heavens isn't too bad.

    This of course avoids the fact that this guy would be completely awesome to play with, but I am not that bored with 8th edition yet.
     
  3. YaxKukMo01
    Skink

    YaxKukMo01 New Member

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    i've been wondering about the hat, i wrote it in a 2250 list with two old bloods in it (one on foot the other on CO) i was thinking it would let me really commit to HtH but still get some magic pressure on my opponent. The lore is random though ... do you think it'll be worth it when you don't get death?
     
  4. Eagleblaze
    Temple Guard

    Eagleblaze New Member

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    You can cast magic, just not all magic, you can cast augments and hexes while in combat which is still great. Magic missiles are a no and I think so are vortex's...need to check...
     
  5. strewart
    OldBlood

    strewart Well-Known Member

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    I think the only thing it would really be worth it for is a gobbo lord, those lads are only 60 odd points so you still get a cheap wizard out of it, it opens up hilarious modelling opportunities and would really suit them.

    Giving it to a normal combat lord? Don't see the point. You get a very expensive, stupid (I think?) slightly below average mage who loses most of his combat potential.
     
  6. ninjakeso
    Saurus

    ninjakeso Member

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    But, you get a mage with a decent armour save which is not a slann and not limited to heavens. And with the new magic rules he can still wreck some havok with the spells.

    And, since we're not limited to only one oldblood, you may have one combat oriented, and one stupid wizard.
    Put him on a cold one, and that stupidity isn't so handicapping after all.

    But, as earlier stated, the really cheap characters is probably going to benefit more from it. Like Gobbo lords.
     
  7. jormi_boced
    Ripperdactil

    jormi_boced New Member

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    I wrote up a list with it, but unfortuately haven't gota game in with it yet.
     
  8. boreas
    Saurus

    boreas New Member

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    Well, you could go with beast lore and try to make him into a Dragon. :D This way, if the spell is dispelled while he's in CC he can still hold his own!

    Phil
     
  9. Kurlin
    Ripperdactil

    Kurlin New Member

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    You don't get to choose the lore, it is randomly selected, so you would get beasts once out of 8 games. And then the transformation spell even less. But yes if you got both it would be fun :)
     
  10. jormi_boced
    Ripperdactil

    jormi_boced New Member

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    And, I think usually he will be mounted on the cold one since he will be stupid anyway and won't be able to have any magic items for protection so that +2 for AS will be needed.
     
  11. Lord Tsunami
    Salamander

    Lord Tsunami Member

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    dont have my rulebook here, but unless the wizards hat says otherwise, he cant wear armor (or shield) if he wants to cast spells.
     
  12. wolfmage
    Temple Guard

    wolfmage New Member

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    He can wear armour if he already had armour or could take armour.
     

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