Troglodon
Sleboda
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Re: Game 24 - 2400 vs. Dark Elves (#8 vs Regular Opponent)
Let's take the Slann, for instance. Unless I am going to take him, the Channeling Staff, the perk for more channel dice, and extra priests with dispel stones, I will find myself at the mercy of the winds of magic. I see it time and time again in all armies that you cannot rely on magic and can only get close to consistent good results with truly massive investment.
In other words, putting 400 or so points into a single L4 caster is asking to be disappointed when the winds roll a 5 or 6 and you get maybe one spell off.
Chameleons? Even my foe was shocked that they are not BS5. At BS4 they need 3's. Double for 4's. Range for 5's. Even 6 of these guys will only be landing 4 hits, 2 of which are 6's. That's the predictable result. At T2 and 13 points per model, you're getting one shot off and then they are dead. That one shot _better_ roll above average or you wasted points. That's what happened in my game. Wasted points and easily showing that this was the likely repeated outcome. You don't need 10 games to see that. If they had Javelins, a 4+ ward, and Ld 7 then I would take them sometimes. Sometimes.
Lastly, the Salamanders. You better not get in charge range with him, because elves will wipe them out in a round. That means you are unlikely to land your shots on your target. When you do, the worthwhile targets have a ward or great armor. Low Ld means that even a small mount of shooting back is likely to send them packing. Again - a one-use unit that has you crossing your fingers for a good high-luck shot. I am risk-averse and can't stand playing a game where my plan comes down to "Roll much better than average!"
=> Nope. All games are here. I am committed to that.Putzfrau said:you used those three units for a total of 1 game each (unless you're playing a lot more games then you are writing here).
=> Normally I would agree with you, because you are right. It's just that as I look at each of these cases and see that they are doing pretty much exactly what they "should" do (even if a little bit - but not much - below average). It's not hard to project.i dont really understand how you expect to get a promising result from a unit you've used one time. It takes at least a couple games to get a feel for the unit and see what it can really do.
You then use this tiny anecdotal evidence as the be all end all of why these units are garbage and aren't "must bring".
Let's take the Slann, for instance. Unless I am going to take him, the Channeling Staff, the perk for more channel dice, and extra priests with dispel stones, I will find myself at the mercy of the winds of magic. I see it time and time again in all armies that you cannot rely on magic and can only get close to consistent good results with truly massive investment.
In other words, putting 400 or so points into a single L4 caster is asking to be disappointed when the winds roll a 5 or 6 and you get maybe one spell off.
Chameleons? Even my foe was shocked that they are not BS5. At BS4 they need 3's. Double for 4's. Range for 5's. Even 6 of these guys will only be landing 4 hits, 2 of which are 6's. That's the predictable result. At T2 and 13 points per model, you're getting one shot off and then they are dead. That one shot _better_ roll above average or you wasted points. That's what happened in my game. Wasted points and easily showing that this was the likely repeated outcome. You don't need 10 games to see that. If they had Javelins, a 4+ ward, and Ld 7 then I would take them sometimes. Sometimes.
Lastly, the Salamanders. You better not get in charge range with him, because elves will wipe them out in a round. That means you are unlikely to land your shots on your target. When you do, the worthwhile targets have a ward or great armor. Low Ld means that even a small mount of shooting back is likely to send them packing. Again - a one-use unit that has you crossing your fingers for a good high-luck shot. I am risk-averse and can't stand playing a game where my plan comes down to "Roll much better than average!"
=> This is highly likely. As I stated at the top of this thread, I want dinosaurs. I want lots of bright, pretty, big models. I'm not willing to sacrifice the character of my vision/army and rearrange it sot that I can have magic "dominance" (ha!) or make use of the units everyone else seems to want to built their entire armies around.theres a fantastic reason why most lizardmen armies take those three units. that overwhelming mountain of data should show you that perhaps ... they simply dont fit your play style.
=> People don't give a hoot about the army and are just looking for ways to tweak the math, treating the models more like tokens than beautiful toy soldiers maybe? Just a thought.if you honestly feel they are that terrible, whats your explanation for their presence in the vast majority of well performing tournament lists?
=> Not even slightly! I really, truly don't mind pushback, especially when it is phrased well and presented in a kind but firm manner. There are plenty of people who use the internet to attack the man instead of his position, and you are certainly not being one of those. Keep it coming!edit: just wanted to say, that i hope you dont find my criticism offensive in anyway.
=> Ah, but that fits with what I was saying above. I could see very quickly that blowpipes had very, very few situations where the tradeoffs worked in their favor, while at the same time even the early uses of javelins revealed how much better they were. Over time this quickly formed impression has only been reinforced. So, yes, my initial instinct was wrong, but results showed me that almost immediately....with most of them you stuck with it. javelins are a perfect example i think. you started off this thread by adamantly believing blowpipes were superior, but slowly your opinion has changed as you've used javelins in more situations and gotten to see the benefits.