After I read through the book I found I would need to redo my army a lot but overall it looks like a well done book. One thing struck me though, the new Blade of Realities seems to be the first 75pts magic weapon I would consider to be 'worth it'. The ability to ignore all saves including regeration and ward plus the chance for an auto kill before rolling to wound seems to be great. Consider it will be on a four attack Str 5 character it won't be too hard to wound either.
Oh and yes the EoG only makes the lore a -1 to cast. Skinks are 7pts now and 5pts when stuck with Kroxigor.
even with the casting nerf, the steggies are brilliant. For 275 points + a priest you get a giant, high save and toughness, many wound, stubborn, cold blooded, terror causing, power and dispel dice generating (if you put a level 2 skink priest on it, he counts as 1 level higher, which means another dispel die). monster. and that's BEFORE you get to the engine abilities, to whit
-5+ ward save against shooty armies like WE, DE, empire and co, meaning your saurus are going to be DEAD hard.
-AOE slapdown is going to mean some serious area denial vs daemons and undead armies (which, given VC, TK, daemons and forest spirit heavy WE are THE most competitive armies around, isn't a tall order in tournament play). This goes double when your slaan takes lore of light and can use the skink priest on top as a focus for cleansing flare (giggles insanely)
-when going against an army out of range of the flare without much shooting- slaughtermaster armies, you use the casting bomb to power up some slaughter.
This is one big gribbly I think you'll see in pretty much every army, be it engine of the gods or standard.
Palanquin has a paragraph as well.
Basically, it works as current. Line of sight is treated AS IF the slann is large, so he can see over stuff and target stuff wherever. He can still cast as he does now, but IF he is in the first rank and in combat, then he can only cast non magic missiles (as cc blocks direct line of sight for magic missiles).
Tekko'eto 's palanquin gives a 5+ ward save, and works the same way as a slann's BUT it also allows him to join units of skinks if you want. I think he'd be safer with temple guard myself but TG are very expensive.
Slann can only cast magic missiles through skinks. I saw that today...
Sanjay
the palanquin is just as now..in all respects.
In cc, you can't get line of sight beyond combat so spells that need los you can;t use. ie,. you can cast comet while in CC since it has no LOS requirement.
Sanjay
IIRC salamanders and razordons are the same cost being 10pts more than the current version.
The EoG is a great addition to a close combat army with the 5+ ward save and making the skink generate dice like a level 3 wizard (if level 2 is paid for) will be a nice bonus in smaller games
Razordons DO get 2 art. dice when stand and shoot but 1 otherwise, so its work like the dwarf organ cannon , or they must roll bs? And , if i may ask, what about the range ?
Thanks
Except an Organ Gun can't stand an shoot.
It is str 7 and not a large target but its still WS3. I like the carnosaur
D3 wounds on everything can be good IF he hits
Sanjay
How many Salamanders and Razordons can you take as one special/rare choice?
3 per choice, i believe both are rares.
Sitten erään tyypin pohdintaa liskojen turnaus ym toimivuudesta:
For those of you decrying the tournament status of lizzies, I have to say, you'll find you're probably wrong. On a pure PURE system they're not quite as abuseable as daemons and vampires, but seriously, lizzies have ALWAYS been a strong, competitive list- and I'm not just talking skinks and second gen, there are lizardmen lists down here that consistently place top 10 and sometimes podium using balanced lists.
A lizardman list HIGHLY rewards good generalship. You can rely on your troops to go where you want them to go, stay where you want them to stay and (most of the time) kill what you want them to kill. Infantry are far more reliable than other armies as 1) they're cheaper and tougher than other elite inf (significantly now with the EOTG bubble), they have cold blooded (which will be just as good with a slaan BSB camping behind them), they can now cause some serious punishment on the defensive even against cavalry. (especially if said cav fluff their attacks). Also, unlike high elves and warriors of chaos lizzies have access to a plethora of cheap and powerful baiting, harrying and sacrificial units, allowing you to draw enemy onto your powerful infantry blocks. Here are some fancy new tactics to think about
- ranked skinkscreen
in front of your saurus and slaan (pref with an engine of the gods) deploy a large unit of ranked skinks in a single line. run them 12 inches forward, and the rest of the line 1" forward. enemy charging the skink line will get hit by 16 odd javelins, have to break the skinks on ld9 coldblood with a re-roll, and even if they manage that, the skinks will 9 times out of ten not reach your own lines and cause panic, and that will leave the enemy directly in front of your crush line to be charged by saurus and/or steggies. Not only this but
- your steggy can draw LOS over the top thus your slaan can still cast his magic missiles,
- the skinks block LOS to your slaan and saurus, protecting them against missiles.
- this screen costs a mere 80 points and deployed in 1 rank can cover almost your entire battle line.
- even if cav like chaos knights obliterate your skinks and overrun into your saurus, it's now your turn, allowing you to throw a stegadon or saurus unit into the flank OR pop your engine of the gods, crippling the unit with no armor save hits.
use MSU terradons to cripple enemy fast cav
3 terradons will probably easily be able to hide from enemy fire and consequently attack enemy fast cavalry (or even flyers) 3d3 strength 4 hits on most flanker units will be enough to cripple them or force leadership tests, leaving your now-us-2 flyers to get flank or rear bonuses on important combats or eat war machines. if not, terradons are quite capable of finishing the unit off in close combat.
Rank and flank
again using ranked skinks, this time as smaller units of 10-12 to guard flanks of saurus and then use their M6 to flank units of static inf that go in. the removal of 3 ranks and addition of a flank, against big blocks of static infantry will be lethal. Also good for providing a buffer against fast cav and taking wounds off flyers.
tagteam stegadons
Run a team of two stegadons, slighty staggered, near your slaan. the bolt throwers can snipe at cavalry or monsters (particularly the latter) until you double-charge something, very likely breaking it. Durable, reliable, flexible and comparatively cheap
temple guard force
run 4 units of temple guard, filling core selections with skinks. Temple guard are point-for-point the best elite infantry in the game, IMHO. support them with the engine of the gods and a BSB slaan and you've got a rock hard army that WILL get across the table and do some damage, unlike chaos mortals.
EOTG caddy
a level 2 skink priest on an engine of the gods with a couple of scrolls gives you 4 dispel dice and 2 scrolls, as well as big buffs for a combat army and a viable countercharge unit. a better caddy than any other army, more or less.
What do I think will be the standard list variations?
oddly, number one I think will be a very balanced list with skinks, saurus, steggies, probably a slaan. A good mix of all options, something that's been sadly lacking in the one-trick-hammer armies of the last three books.
skirmisher and terradon heavy armies supported by 3-4 stegadons will probably get a look in, since, especially if the terradon character makes it in.
Combat heavy armies will probably go with an oldblood on carnosaur, with lots of stegadons and temple guard, again, rock hard, every expensive unit being coldblooded and stubborn (or insanely killy), you literally have to kill every (very tough) model to get your points. Even daemons and warriors of chaos will have trouble doing that.
All three of these armies I think will be very competitive. Obviously, some will have trouble against specific armies, but the funny thing is it won't be against daemons, vampires or chaos mortals (and probably wood elves) against all three of these armies, lizardmen have the tools to remain highly competitive. the lists you may have trouble against are tomb kings (the movement spells will probably get rid of your bait units cheaply), dwarfs (shooty units too tough to get rid of with skinks or other sacrificial units, strong antimagic and combat blocks as durable as yours, but less pricey) and absolute combat monster armies played by exceptionally good players. So long as you learn how to play your opponent correctly, you will be able to win with lizardmen against any list