8th Ed. Razordons!

Discussion in 'Lizardmen Discussion' started by Dyvim Tvar, Aug 5, 2013.

  1. Dyvim Tvar
    Razordon

    Dyvim Tvar New Member

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    In all the discussion of the new book, I think these guys have been unfairly overlooked -- I think they got a LOT better.

    1) They can't march and shoot, but their range has been extended to 18" for total threat range of 24".
    2) They have Stomp (S5) since they are Monstrous Beasts now and not just War Beasts, so they are better in combat.
    3) Dropped in cost by 10 points per pack.

    Although expensive, I could see a unit of 6 doing some nasty stuff, especially if you boost their BS with Hand of Glory.

    On a related note, Hand of Glory could let the Giant Bow of a Steg actually hit stuff.
     
  2. OmegaHavoc
    Cold One

    OmegaHavoc Member

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    Agreed. +1
     
  3. Mahtis
    Cold One

    Mahtis New Member

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    Do they still have the same rules they had in 7th? I know they lost the 2x artillery dice on stand and shoot. I'm more worried about the fact that they now take penalties from movement, long range, multiple shots and stand and shoot. Or are they still there?
     
  4. OmegaHavoc
    Cold One

    OmegaHavoc Member

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    Razors do suffer modifiers for moving, range and multiple shots
     
  5. n810
    Slann

    n810 First Spawning

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    Thet got and autiliary die reroll instead of rolling 2.
    and they got quick to fire.
     
  6. OmegaHavoc
    Cold One

    OmegaHavoc Member

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    Ah yes quick to fire. I missed that in their weapon profile.

    So they move, shoot and will need 6's to hit
     
  7. Mahtis
    Cold One

    Mahtis New Member

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    So instead of hitting on 4+ (if there's no cover, spell or item effect) we hit now on 6+ if they move and fire from long range... They really need the augment to be able to hit.. and three of them is 97.5ss, 6 is 195ss.. Still see them as chaff removers, still expensive ones at that I think.. but we'll see
     
  8. SanDiegoSurrealist
    Ripperdactil

    SanDiegoSurrealist New Member

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    There is no mention of Multi-Shot on their profile. So they do not take a penalty.
     
  9. OmegaHavoc
    Cold One

    OmegaHavoc Member

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    Good catch. It shoots like grapeshot which doesn't have the multiple shots rule giving it the further -1. The dons are looking more and more appealing
     
  10. GCPD
    Bastiladon

    GCPD Active Member

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    Do they still need to hit? I must admit that I don't know the grapsehot rules at all. I thought it was just roll artillery dice and resolve wounds; ignore if you misfire.

    They are much better, definitely, especially with that increased range boost. The problem is still that Salamanders are simply superior, and now I think even Sharpened Horns Ancients are going to be competing with them for Rare points.
     
  11. OmegaHavoc
    Cold One

    OmegaHavoc Member

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    Grapeshot rolls an artillery dice for number of shots. Then roll to hit as normal.
     
  12. Walgis
    Ripperdactil

    Walgis New Member

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    So they get -1 for range so 5 to hit. Not imprest still.
    wit spell thats 3+ so avrage 4hits ant ~2wounds depending on target for 65pts?
    no way even swarm looks more apealing now for almost the same cost they make onavrage 1-2poisons and a lucky wound not to mention they give poison to saurus.
     
  13. Storburken
    Skink

    Storburken New Member

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    So if they hit on 5s. They will get 1,66 hits in per turn/model.

    You get about 11 skink skirmishers for the same points wich will do more wounds and are not rare.

    Also 1 salamander will probably get more s4 hits in than 6 of your razordons.

    No sorry. Not sure id take them if they where half the points.
     
  14. Andrinor
    Saurus

    Andrinor Member

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    It is kind of sad for the Razordon's. Even though they have become more viable with the changes, the reason not to take them is the same - Salamanders and Skinks do it better.
     

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