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Thread: Tactica: 8th Edition Lizardmen

  1. #1

    Tactica: 8th Edition Lizardmen

    Now 8th tactics debates have their own home

    One thing I see as more viable now are Skink Chiefs on foot and on terradons. With heros getting there own 25% allocation, chiefs can get spammed like nobodies business. Priests on foot too.

    I am really curious about the Lore of Heavens and how it has changed-anyone got some intel?

    I think a Big Block of TG + Slann, with huanchi's will be the keystone of my
    1st 8th trial list . Im talking like 25+ and just look to charge the unit right from the getty up across the board. Do folks feel that the new ruleset will make tg better, worse, or about even? Will halberds be used more often now?

    It apppears as if maxing out on sallies is the right way forward, at least intially in 8th, with so many "horde" units that are bound to be test driven by players....Skrox will be interesting units w/that new sheild +6 save.

  2. #2

    Re: Tactica: 8th Edition Lizardmen

    For me the double slann+ eotg at 2250 is what I will be trying out.

  3. #3
    Veteran Sergeant crouchingotter's Avatar
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    Re: Tactica: 8th Edition Lizardmen

    Quote Originally Posted by Heimagoblin View Post
    For me the double slann+ eotg at 2250 is what I will be trying out.
    I highly doubt you'll manage that.

  4. #4
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    Re: Tactica: 8th Edition Lizardmen

    He has 562 points to spend and a Slann is 275 points unupgraded. 2*275=550 points. And an engine is less than 562 points so he can take that one as well.
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  5. #5

    Re: Tactica: 8th Edition Lizardmen

    If the magic phase also turns out to suit slann then double templeguard bunker+ enigine will be one hell of a tough list to crack. Here are my first thoughts_

    Slann=275
    slann=275
    10 skirmishing skinks
    10 skirmishing skinks
    skink priest, eotg, lv 2=390
    18 sarus, spears, champion
    18 sarus, spears, champion
    4 terradons
    16 temple guard
    16 temple guard
    Scar veteran, bsb, charm of the jaguar warrior, great weapon, shield, light armour=149

  6. #6

    Re: Tactica: 8th Edition Lizardmen

    I will only take a Slann since individual wizards don't reliably generate power dice.
    With fouces rumination and knowing a whole law my Slann could happily throw out around 10pd a turn with +4 to cast.
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  7. #7

    Re: Tactica: 8th Edition Lizardmen

    But with an additioanl slann you can pick from 2 laws, get another 3 or so power dice and get another temple guard unit stubborn and immune to psychology.

  8. #8

    Re: Tactica: 8th Edition Lizardmen

    Quote Originally Posted by Heimagoblin View Post
    But with an additioanl slann you can pick from 2 laws, get another 3 or so power dice and get another temple guard unit stubborn and immune to psychology.
    I usually only play 2000pt games and I rarely take my Slann naked
    Quote Originally Posted by Freakiq View Post
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    Quote Originally Posted by DJ3 View Post
    "I once saw a Great Unclean One kill Jesus!"

  9. #9

    Re: Tactica: 8th Edition Lizardmen

    Just to get some discussion going, here's how I see 8th affecting each one of our units, given the current rumors:

    Skink skirmishers
    Supposedly skirmishing formation is now just a rank and file formation. I've heard 360 LOS is both out and in. I've also heard they'll be able to break ranks with enough models to form a second "rank", and that they won't. Everyone is saying they get to march and shoot, though, and with M6 having to wheel or whatever won't kill them. Relaxed LOS restrictions mean hitting more stuff but cover will kill any chance of poison, and screening may not be as valuable. Basically, I don't think these guys are going anywhere; they'll almost for sure play different, but are still cheap and have strong shooting options (given the weaknesses of the rest of the army).

    Skink cohorts
    Definitely one of our beneficiaries of the new rules. Parry ward might keep them alive. Two ranks will help vanilla blocks but will put skink-krox blocks a bit behind (as the second rank will be about three skinks). 10 wide might actually work, esp. with krox, but the same problem remains of not getting much benefit from it. I think pure skink blocks are going to get scarier, and Skink-Krox blocks are going to lose some of their edge, unless there's some way to work getting a second rank of krox or the skinks behind the krox into combat.

    Saurus warriors
    In a funny spot. Low I, but never got the charge anyway. Spears have been scary, but now only matter with a third rank, killing the popular 6x2 spear saurus. Instead we get 18 S4 and a 6+ ward from 6x2 HW, or the same thing with 24 S4 option and wound insurance from a 6x3 spear block. Also, character system means we might be able to sneak several mundane-geared Scar-Vets into saurus blocks. Spear saurus had a brief rise to fame but overall I think they're going to be stronger when invested in heavily and maybe a little weaker when 6x2s or 5x2s are just used to fill core (a result I'm happy with).

    Jungle swarms
    Not even really sure what the rules are going to do to skirmishing monster-base swarms, but removal of outnumbering might help with crumbling. Dunno, seldom field them.

    Chameleon skinks
    I've always liked these guys, even though most don't. I think they're about to get a lot better. The new shooting rules will let them pull some funny business with BS4 blowpipes, and 60 points for 5 was only ever bad because it ate a valuable slot. Now, with it coming out of a very generous allowance (50% of game size) it's more or less cost-free to field them. It will be a rare game that I don't take 3 units (or whatever the spam limit is) of 5 to just kind of handle problems. Skirmishing changes as mentioned for normal skinks will not apply as heavily due to small size and scouting helping with setup.

    Kroxigor
    This is another 7th about-face. After our 7th book these guys started looking weak as a special choice but very strong in Skink blocks; I think it's about to turn around. Rumors and demo games say 3-wide ranks for monstrous with up to 3 attacks from the back rank; 3x2 Krox getting 18 S6s is pretty good, with an additional 6 S4 at end of combat, and +1 combat res to boot. A 6x3 will also be one of our rare options for offensive rank-breaking. It will be an expensive unit, but an effective one. In smaller counts their use will be hampered by the new inability to break ranks or strike first on the charge, meaning they're going to lose to static CR a lot more often. Larger units better, smaller units worse. (I guess that's the pattern )

    Stegadon
    Ugh, I don't want to talk about it. Can't break ranks, impact hits don't prevent return attacks (and may no longer exist), no flanking bonus, and no autobreak. The days of running these guys straight through an army flankwise are gone. Rumored to get D6 extra attacks at end of combat, but also rumored this might be instead of impact hits, so who knows. Combat res is going to be a race against ranks and free kills on the skinks up top. Also, warmachines are supposed to hit all parts of a model with a touch, now, so one cannonball or stone thrower template (that range does not have to be guessed for) will obliterate all of the skink crew. Much more of a tarpit unit now. Bolt thrower on top is a bit better but seldom hits. I'd go with the Krox, personally.

    Temple guard
    Now we're talking. Two rank halberds (although the Slann will displace two) is going to be disgusting, and HW+S will be stronger than present. Greater difficulty breaking ranks means more units bounce off, and 2d6 charge means you can try to get them in combat sooner. Stronger than ever, and worth fielding on their own without the Slann IMO.

    Cold One Riders
    Meh, sounded cooler as Cold One Cavalry, IMO. Anyway, these guys have always been kind of weak compared to Stegadons and Kroxigor. With new rules you'll need a second rank to break ranks, you won't get to attack first on the charge, and your second rank gets one attack. You're looking at a similar cost to a 3x2 krox unit to be able to break ranks and put an equivalent number of attacks, and you're more vulnerable to chance wounds. Upside: 3d6 on the charge, meaning the relatively low M7 for cavalry doesn't matter as much. I really don't think these guys are going to beat out our other options, but could use a little testing, I guess.

    Terradon riders
    This is another unit that hangs in the balance. Skirmisher rules will affect flyers, and our Terradons might be affected by fast cavalry rules. Flyers going to M10 and marching for 20 will hurt, but supposedly you can make a LD test to march even when blocked, which cold-blooded will help with. They'll probably be a little bit clunkier to use, but will still serve more or less the same purpose -- a much more important one in the new shooting/warmachine friendly environment.

    Ancient Stegadon
    Everything I said about the normal stegadon, except replace "bolt thrower on top" with "blowpipe cloud on top".

    Razordons
    Always had a funny relationship with these guys -- never could make them work better for me than the entry I'm saving for next *grin*. Same caveats apply for all shooting in that the new LOS rules will make them a bit stronger, and the cover won't hit them as hard due to the long list of modifiers they ignore. Skirmishing rules are bound to affect hunting packs oddly, also. I guess they'll be a bit better, but won't hold a candle to--

    Salamanders
    I'm almost afraid to talk about these guys. The FAQs aren't supposed to have any real tweaks in them, but I don't want to jinx it *grin*. Seriously, no partials on templates combined with a heavily big-block friendly environment is going to make these guys straight-up amazing, and you'll be able to field more than ever. I guarantee every game I'm going to field every Salamander model I have. I was meh on the breath template until I tried them -- even under 7th rules you can score six or seven hits and ten to twelve partials with average placement and scatter, dealing S3 double AP panic-causing hits; in 8th that's just going to be flat twenty hits, and with larger units it won't be too hard to drop thirty. Per salamander. Seriously, if they don't change this in the FAQ it's going to roll over cheap hordes, and might actually save us a bit vs. warmachines (I will discuss that shortly).

    Saurus Scar-Vet
    Kind of our poster child, an expensive but durable brawler that can tangle with a lot of lords on his own. Never got the charge without magical aid and never went first anyway, but units getting to attack back after being slain will see his T5 come into play a little more. Biggest change is now if you have the points you can put one dry in every block without wasting slots -- a huge boon for Saurus armies who needed the hero slots for harassers already. Not really better or worse, but easier to get and has always been strong.

    Skink chief
    Man, I love these guys, and now you'll be able to bring several of them if you choose. High I actually matters now, and generally solid overall statline matters more in an environment not so biased towards offense. Parking these guys in Skink blocks will add killing power and help them hold, bringing them in skirmisher sets will add sniping options, and mounting on terradon and bringing with terradon units will give them killy power. Basically the same as now, but you don't have to worry about only being able to take a couple -- you can stick these guys just about everywhere if you are so inclined. Note that the steggie lance on ancient setup is going to take a huge hit in that they aren't going to autobreak and you'll get full attacks back, putting the chief in danger, but in my experience the 2d6+1 impact and attacks from the chief can outright obliterate a lot of targets. Choose your battles. Oh, and from Stegadon above, watch out for warmachines, as they will ruin your day. On a related note, BSBs on large targets supposedly have an 18" radius now -- that's asking for trouble from shooting but that could be a strong argument for letting the toad handle magic and letting the Chief handle the troops *grin*.

    Skink priest
    Here is where things start to get interesting. Skink priests, limited by their lore in 7th, have always been pretty so-so, but if the lores are getting beefed up as much as it sounds like they're going to be pretty strong. The removal of a dice cap will help them cast even large spells. And, similarly to above, percents instead of slots means squeezing one of these guys in where before you needed the slots for leaders and harassers. EotG will be of relatively less value, getting you +1 to cast for the skink instead of +1 PD/DD, and a bad bet anyway b/c of new warmachine rules. Much riskier for less payoff -- although if the lores are as great as people are acting like even a small chance to get a better spell off could be good, and you can mitigate for warmachines. Just be aware.

    Saurus Oldblood
    Another really interesting result of the new percent system. What with mage-priests being such a good value for their points, there are a lot of times (2k points being one of them) where you can sneak an oldblood on foot into a saurus block for even more dangerous frontage. Blade of Realities probably won't be as important with monsters and megaheroes taking a hit, so fielding him for cheap might be a viable option. The carnosaur, unfortunately, is going to see rough times -- you can no longer screen him or even hide behind a wood (!) meaning he's going to get shot full of holes. If you can somehow account for that, he'll be strong, but suffer from the same problems as cavalry and other monsters -- ranks won't break and you won't get a flank bonus, in addition to eating full return attacks. Not as severe as a Stegadon, as both mount and rider are pretty durable here, but more of a support role -- and maybe that's how it should be. Carnie needs testing, on foot in blocks rocks, next.

    Slann Mage-Priest
    Here it is, guys. Mage priests define our army and our magic phase. Back when we started hearing about our 7th ed. book and people decided they hated the new Slann, I told everyone who would listen that when they beefed the lores in 8th we'd be in a better position than anyone to take advantage of it. Well, Christmas is here *grin*. It's going to get harder to brute-force single spells through in 8th, but mages who can consistently cast several spells will benefit largely, and we're certainly in that category. Mage spam isn't as strong compared to one strong mage due to set PD and caster level bonus, and that's again in our favor. Everything I've heard and the few spells that have been mentioned point to magic being huge. The new limited PD pool makes Focused Rumination relatively better as a cheap way to get 4-5 extra power die, seriously stretching thin the opponents dispel die. Stone soul and cupped hands mitigate the new (horrible sounding) miscast chart. Basically, we've always been masters of the BRB lores, and the new BRB lores are pretty stout.

    That said, there are a couple of caveats. I've heard Slann may not get a Look Out, Sir!, which is going to be horrible in an era of no-guess cannons/stonethrowers and templates with no partial hits, meaning Divine Plaque of Protection might become mandatory. You have to specify your lore in your army list now, removing the reactionary flexibility of magic. And EotG support is going to be rarer. But all in all, we're getting a sweet deal, here, and I'm extremely eager to see the new spells.

    Special Characters
    Kroak is going to be amazing at getting off Deliverance of Itza on a 5+ with a +4 bonus. Mazdamundi is going to be a BSB with an 18" range and not as fragile as your normal stegadon mount. Tetto'eko might actually be able to cast Comet of Cassandora now, assuming it still exists. That's all I can really think of.



    Whew, that was long. Anyway, start brainstorming, people! *grin*

  10. #10

    Re: Tactica: 8th Edition Lizardmen

    The EoTg still has its 5+ ward save power--that could be big in the new enviroment..

  11. #11

    Re: Tactica: 8th Edition Lizardmen

    I'm taking the liberty of reposting my analysis from the other thread.

    Slann Mage-Priest:
    Hurt a bit by the points restriction but still cheap enough to be fielded with a considerable amount of equipment. I think it is actually good for 8th to put a limit on it; I'm one of those people who are perpetually tempted to max out their characters even though I know it's not good, so I'm greateful in a perversely twisted way that they put the handcuffs on me. Miscast Protection however will be badly needed. Also keep in mind that the BRB Lores will be vastly more powerful than the current Lores, and the Slann can pick the one to suit his army or the opponent! I don’t think it unlikely that a Slann with potentially 12 pool dice, a few power stones, extra dice ability and 7 spells and +4 to casting will finally dominate the magic phase and the game as it’s supposed to do and nuke entire armies if the going’s good. Still a dice game though. Of course 2 Slann will drain each other’s ressources, but ask yourself – is it really the purpose of the game to field an all-Slann army? It’s not even possible now, so don’t bitch at them for offering you additional possibilities.

    Saurus Oldblood:
    Still areasonably good fighter with a deadly arsenal of weapons. He has the highest Ini of all Saurus and thus gets to actually strike first against a considerable number of things. That might be an additional incentive to take one over the Scarvet. However the Carnosaur took a major blow with TloS, not being able to break ranks, his puny Ini and S7 not auto-killing chariots anymore. On the other hand he can now try to restrain frenzy charges on Ld8 Cold Blooded.

    Saurus Scar-Veteran:
    Still the Oldblood’s younger brother and the solution when in need of good, reasonably priced character models. Not much is gonna change for him except that he’ll suffer from his average Ini. Solution: Sword of the Hornet confers ASF.

    Skink Priest:
    I hope this guy will become a lot more powerful which will come naturally with an all new Lore of Heavens that will hopefully not contain 3+ useless spells. He might finally become a reasonable alternative to a Slann as he gets plenty of pool dice and there is no restriction on the max number of dice you may roll anymore. A definite upgrade.

    Engine of the Gods:
    Still universally useful abilities and a rabid Priest on top who will know far more devastating Spells. However the Steg’s combat abilities will likely suffer, so he’s pushed even more into the role of a supportive character.

    Skink Chief:
    Since Character slots are gone these can now be spammed. We’ll see if this is a desirable option, but at least it’s there. High Ini means they strike first. With their devious equipment options and Terradon mount they’re like Lizardmen „Assassins“, ideal for character hunting. Also keep in mind that we’ll get 50+ new items, so there may be something useful in the mix for them. Skink Chiefs don’t look so cute anymore when they’re suddenly S7 due to a potion. Upgrade simply by getting more options.

    Saurus Warriors:
    As stated above since they never got the charge to begin with and always struck last the Ini thing won’t faze them. Random charges means their charge distance is increased on average, and on Ld 8 Cold Blooded it will not be easy to marchblock them anymore. Plus they finally get loads of attacks back. Spears may be downgraded (but they were too good to begin with), but Hand Weapons trade the ‚Parry‘ armor save for an additional ‚Parry‘ Ward save which is actually better. Upgraded all the way except for spears.

    Skinks:
    Probably got a bit weaker as redirecting isn’t so useful anymore and fighting in 2 ranks means they’ll die in droves. However they get a ‚Parry‘ Ward, and honestly I didn’t expect them to do anything meaningful to begin with.

    Skinks & Kroxes:
    It depends. We’ll see if the Kroxes get a ‚Stomp‘ attack when they’re not in the first rank and if the Skinks behind them will be able to attack (not that I believe it).

    Skink Skirmishers:
    Well they’re hurt with this new skirmish ‚formation‘ thing, but then again it’s true for all Skirmishers. Plus they can finally march and shoot, which is what I desperately wanted to do in every single game I played. Enemy Giants at TLoS, here I come!

    Jungle Swarms:
    Uh. Yeah. Well unless there are some drastic changes to their rules they’re still useless I guess, so not much changes here, either. Well I might give them a thought if they actually allowed them to count for Core…

    Chameleons:
    Same as Skink Skirmishers, but the Scout rule could become extremely valuable with the new scenario goals. I‘ll consider this an upgrade for the time being.

    Terradons:
    Oh well. Since flyers and charging are supposed to become less reliable and marchblocking’s not that easy anymore I fear they take a hit. Since those actually were the sole purpose of fielding them… meh. I guess they’ll drop rocks on an interesting target and then act as cheap distraction for the rest of the game, much as they do now. Not so great anymore.

    Temple Guard:
    Still a must if you want a Slann. The same applies as to Saurus Warriors. However, fighting in 2 ranks and halberds… sounds like an interesting new option, so even more of an upgrade to them.

    Cold One Cavalry:
    Ouch. They can’t break ranks anymore, which is a major bummer. EXCEPT you field them in 2 ranks (or more to factor in lossess) which is a major point sink and wastes lots of attacks. In addition their Ini is abysmal so they’ll now strike last on the charge, and then there’s still stupidity…
    I thought they were questionable before, but now I think they’re downright useless. To think that I only just finished painting them…
    The only thing that could save them is when the Stegadon is equally bad hurt, which I’ll come to soon.

    Kroxigors:
    Get ranks of 3, can fight from 2 ranks with 3 attacks, get an additional stomp attack and an average increase in charge range. I think that’s what spells ‚win‘.

    Stegadon:
    No more breaking ranks. No more autobreaking from fear. Terror nerfed. Fights on abysmal Ini. The enemy likely stubborn. And possibly got their impact hits messed around. Unless there’s something in the rules I’m missing 7/10 will be a dark, dark day for them.

    Barbed Razordon:
    No one took these guys before and now it seems Salamanders entirely outshine them, so while sad not really a change here. However a minor upgrade due to the ability to march and shoot.

    Salamanders:
    Good before, devastating now. Now more partials means their templates may easily cause twice the number of victims than before, and you know what that means: Panic time! Couple this with the ability to march and shoot and you have a real no-brainer unit against most armies. Major upgrade to the point of making them unbalanced (though now we know why they went up in points).


    So I think in the end it's win some, lose some. CoR will vanish and instead we'll finally see the return of Kroxigors. I can't say I see the army crippled, maybe slightly downgraded.

  12. #12

    Re: Tactica: 8th Edition Lizardmen

    Great stuff ULF and Dokushin!

    With the increases in charging and TLoS-- I think Razordons are actually a more attractive option in 8th than in 7th-but sallies are insane, so razrdons still wont see the light of day in any army I field anytime soon. Im liking chameleon skinks alot lot too,(but I always have, just more now) especailly if one of the new magic items allows a chief to scout. I plan on taking 2 units of 5 in my first 8th list. If krox & 2nd rank Skrox-krox get those monster attacks they are gonna be wicked--put a chief w/skavenpelt banner in 9 strong unit of krox and look out!

    I had not yet realized how important a skink chiefs Initiative becomes, they are going to have a lot of useful roles in 8th.

    One magic item that I see will get a boost is the plaque of dominion-With hero level "caster spam" no doubt coming, having the chance to make the vast lot of them stupid will be big(the cheap races casters, mostly the ones that can afford to spam in the frst place like goblins, orcs, orges, BoC etc.) wi
    Last edited by Dungeon_Lawyer; 25-05-2010 at 00:43.

  13. #13
    Chapter Master Spiney Norman's Avatar
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    Re: Tactica: 8th Edition Lizardmen

    Quote Originally Posted by Ultimate Life Form View Post
    I'm taking the liberty of reposting my analysis from the other thread.

    Skinks:
    Probably got a bit weaker as redirecting isn’t so useful anymore and fighting in 2 ranks means they’ll die in droves. However they get a ‚Parry‘ Ward, and honestly I didn’t expect them to do anything meaningful to begin with.
    Sorry, disagree. I think ranked skinks will finally have a role in 8th Ed. Basically there aren't very many M6 cheap core infantry units. If rumours are true and ranks can only be broken by units that have 2 full ranks behind the first skinks will become the games best flanking unit. A unit of 20-25 should be able to soak up some casualties before helping to bring down a large enemy block.
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  14. #14
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    Re: Tactica: 8th Edition Lizardmen

    Depending on what you charge, breaking ranks may not be able to offset the CR given away by the dying skinks.

  15. #15

    Re: Tactica: 8th Edition Lizardmen

    Quote Originally Posted by Witchblade View Post
    Depending on what you charge, breaking ranks may not be able to offset the CR given away by the dying skinks.
    Well, it does sound like ranks are going to be huge, with greater ranks = stubborn. If that takes into account rank breaking then a good flank would make your whole force cold-blooded stubborn.

    Also, the skinks will get that 6+ parry ward, which isn't bad. You're getting +4 for the flank with the bonus and breaking ranks before any wounds; 10 S3 are going to get a couple of wounds on most things. You'll take a lot back, but in my mind the whole point of flanking with these guys is you've got something stout up front -- nothing is going to outgrind Saurus Warriors, for instance. Even attacking the skinks I think the skinks+saurus will score more wounds, plus your valuable saurus aren't taking the heat.

    I am going to run 5x3 skinks so much. I'm also probably going to be separating out the Kroxigor into the much-talked about 3x2 as soon as I don't eat for enough days to be able to afford two more -- 18 S6 and 6S4 attacks on M6 and retaining the extremely precious ability to break ranks will be huge.

  16. #16

    Re: Tactica: 8th Edition Lizardmen

    No one has mentioned them but what are everyones thoughts on skirmish skinks with javelins/sheilds? Better in 8th?

  17. #17

    Re: Tactica: 8th Edition Lizardmen

    Quote Originally Posted by Dokushin View Post
    Just to get some discussion going, here's how I see 8th affecting each one of our units, given the current rumors:

    Skink skirmishers
    Supposedly skirmishing formation is now just a rank and file formation. I've heard 360 LOS is both out and in. I've also heard they'll be able to break ranks with enough models to form a second "rank", and that they won't. Everyone is saying they get to march and shoot, though, and with M6 having to wheel or whatever won't kill them. Relaxed LOS restrictions mean hitting more stuff but cover will kill any chance of poison, and screening may not be as valuable. Basically, I don't think these guys are going anywhere; they'll almost for sure play different, but are still cheap and have strong shooting options (given the weaknesses of the rest of the army).

    The forced formation will be a bit of a minus but increasing skinks blowpipe poison range from 18 to 24" is truly horrendous for our enemies! major boost imo.

    Skink cohorts
    Definitely one of our beneficiaries of the new rules. Parry ward might keep them alive. Two ranks will help vanilla blocks but will put skink-krox blocks a bit behind (as the second rank will be about three skinks). 10 wide might actually work, esp. with krox, but the same problem remains of not getting much benefit from it. I think pure skink blocks are going to get scarier, and Skink-Krox blocks are going to lose some of their edge, unless there's some way to work getting a second rank of krox or the skinks behind the krox into combat.

    I don't think skink krox are really losing much on the offensive which you seem to consider a negative., your complaining about losing 2 S2 attacks? Their main problem is their T2, now that everyone is attacking more, generally with s3 or s4 this means skinks will be taking a lot more casualties, at 5pts a pop you can take units large enough to get stubborn and with a slanns ld9 and cold blooded you won't be breaking, that said the unit does little else above adding the 3 cr from ranks and holding the enemy in place, min price for this ability is 200+ points, temple guard do it cheaper. I don't see normal skink units working very well, probably not with the skink krox either.

    Saurus warriors
    In a funny spot. Low I, but never got the charge anyway. Spears have been scary, but now only matter with a third rank, killing the popular 6x2 spear saurus. Instead we get 18 S4 and a 6+ ward from 6x2 HW, or the same thing with 24 S4 option and wound insurance from a 6x3 spear block. Also, character system means we might be able to sneak several mundane-geared Scar-Vets into saurus blocks. Spear saurus had a brief rise to fame but overall I think they're going to be stronger when invested in heavily and maybe a little weaker when 6x2s or 5x2s are just used to fill core (a result I'm happy with).

    With the stepping up rule all models in the first two ranks get to attack, saurus have rather high toughness and armour, the low init won't matter much as long as you have a few spare models to actually step up. I might change my 3*6 with spears to 3*6 with HW/shield myself.

    Jungle swarms
    Not even really sure what the rules are going to do to skirmishing monster-base swarms, but removal of outnumbering might help with crumbling. Dunno, seldom field them.

    Chameleon skinks
    I've always liked these guys, even though most don't. I think they're about to get a lot better. The new shooting rules will let them pull some funny business with BS4 blowpipes, and 60 points for 5 was only ever bad because it ate a valuable slot. Now, with it coming out of a very generous allowance (50% of game size) it's more or less cost-free to field them. It will be a rare game that I don't take 3 units (or whatever the spam limit is) of 5 to just kind of handle problems. Skirmishing changes as mentioned for normal skinks will not apply as heavily due to small size and scouting helping with setup.

    They do lose their ability to run around between the enemies army, the forced formation is unlikely to allow it even 1/2" between each model, that still makes for something like a 5" wide formation, still their shooting is nice and with the cover granted by being in a forrest or other terrain they become virtually impossible to shoot while in cover. Release of slots is nice but I don't see a huge benefit in these guys over normal skinks apart from the scout rule.

    Kroxigor
    This is another 7th about-face. After our 7th book these guys started looking weak as a special choice but very strong in Skink blocks; I think it's about to turn around. Rumors and demo games say 3-wide ranks for monstrous with up to 3 attacks from the back rank; 3x2 Krox getting 18 S6s is pretty good, with an additional 6 S4 at end of combat, and +1 combat res to boot. A 6x3 will also be one of our rare options for offensive rank-breaking. It will be an expensive unit, but an effective one. In smaller counts their use will be hampered by the new inability to break ranks or strike first on the charge, meaning they're going to lose to static CR a lot more often. Larger units better, smaller units worse. (I guess that's the pattern )

    6*3!? that's madness, 990pt unit, I don't think so. I think the 3*2 you mentioned will be killer if it works out, 18 S6 attacks are indeed fairly scary, and M6 + fear on top is just gravy, though they cannot take musicians which might make their movement a little harder, still with M6 I think they can manage. My 10 krox might actually see the table again.

    Stegadon
    Ugh, I don't want to talk about it. Can't break ranks, impact hits don't prevent return attacks (and may no longer exist), no flanking bonus, and no autobreak. The days of running these guys straight through an army flankwise are gone. Rumored to get D6 extra attacks at end of combat, but also rumored this might be instead of impact hits, so who knows. Combat res is going to be a race against ranks and free kills on the skinks up top. Also, warmachines are supposed to hit all parts of a model with a touch, now, so one cannonball or stone thrower template (that range does not have to be guessed for) will obliterate all of the skink crew. Much more of a tarpit unit now. Bolt thrower on top is a bit better but seldom hits. I'd go with the Krox, personally.

    Temple guard
    Now we're talking. Two rank halberds (although the Slann will displace two) is going to be disgusting, and HW+S will be stronger than present. Greater difficulty breaking ranks means more units bounce off, and 2d6 charge means you can try to get them in combat sooner. Stronger than ever, and worth fielding on their own without the Slann IMO.

    With no autobreak from fear, the slanns immune to psych is no longer needed so yea you could start seeing them without someone to bodyguard. How do you see HW/S being better, its clearly worse, against S3 you now get a 3+ and 6++ instead of a 2+, meaning you take almost double damage, agast S4+ well the difference is less but its still worse

    Cold One Riders
    Meh, sounded cooler as Cold One Cavalry, IMO. Anyway, these guys have always been kind of weak compared to Stegadons and Kroxigor. With new rules you'll need a second rank to break ranks, you won't get to attack first on the charge, and your second rank gets one attack. You're looking at a similar cost to a 3x2 krox unit to be able to break ranks and put an equivalent number of attacks, and you're more vulnerable to chance wounds. Upside: 3d6 on the charge, meaning the relatively low M7 for cavalry doesn't matter as much. I really don't think these guys are going to beat out our other options, but could use a little testing, I guess.

    Terradon riders
    This is another unit that hangs in the balance. Skirmisher rules will affect flyers, and our Terradons might be affected by fast cavalry rules. Flyers going to M10 and marching for 20 will hurt, but supposedly you can make a LD test to march even when blocked, which cold-blooded will help with. They'll probably be a little bit clunkier to use, but will still serve more or less the same purpose -- a much more important one in the new shooting/warmachine friendly environment.

    Ancient Stegadon
    Everything I said about the normal stegadon, except replace "bolt thrower on top" with "blowpipe cloud on top".

    Razordons
    Always had a funny relationship with these guys -- never could make them work better for me than the entry I'm saving for next *grin*. Same caveats apply for all shooting in that the new LOS rules will make them a bit stronger, and the cover won't hit them as hard due to the long list of modifiers they ignore. Skirmishing rules are bound to affect hunting packs oddly, also. I guess they'll be a bit better, but won't hold a candle to--

    Salamanders
    I'm almost afraid to talk about these guys. The FAQs aren't supposed to have any real tweaks in them, but I don't want to jinx it *grin*. Seriously, no partials on templates combined with a heavily big-block friendly environment is going to make these guys straight-up amazing, and you'll be able to field more than ever. I guarantee every game I'm going to field every Salamander model I have. I was meh on the breath template until I tried them -- even under 7th rules you can score six or seven hits and ten to twelve partials with average placement and scatter, dealing S3 double AP panic-causing hits; in 8th that's just going to be flat twenty hits, and with larger units it won't be too hard to drop thirty. Per salamander. Seriously, if they don't change this in the FAQ it's going to roll over cheap hordes, and might actually save us a bit vs. warmachines (I will discuss that shortly).

    Yes they are awesome but there is the antispam rumor that states you cannot take more than 2 of the same rare or 3 of the same special choice, meaning only 2 units of salamanders

    Saurus Scar-Vet
    Kind of our poster child, an expensive but durable brawler that can tangle with a lot of lords on his own. Never got the charge without magical aid and never went first anyway, but units getting to attack back after being slain will see his T5 come into play a little more. Biggest change is now if you have the points you can put one dry in every block without wasting slots -- a huge boon for Saurus armies who needed the hero slots for harassers already. Not really better or worse, but easier to get and has always been strong.

    Skink chief
    Man, I love these guys, and now you'll be able to bring several of them if you choose. High I actually matters now, and generally solid overall statline matters more in an environment not so biased towards offense. Parking these guys in Skink blocks will add killing power and help them hold, bringing them in skirmisher sets will add sniping options, and mounting on terradon and bringing with terradon units will give them killy power. Basically the same as now, but you don't have to worry about only being able to take a couple -- you can stick these guys just about everywhere if you are so inclined. Note that the steggie lance on ancient setup is going to take a huge hit in that they aren't going to autobreak and you'll get full attacks back, putting the chief in danger, but in my experience the 2d6+1 impact and attacks from the chief can outright obliterate a lot of targets. Choose your battles. Oh, and from Stegadon above, watch out for warmachines, as they will ruin your day. On a related note, BSBs on large targets supposedly have an 18" radius now -- that's asking for trouble from shooting but that could be a strong argument for letting the toad handle magic and letting the Chief handle the troops *grin*.

    Skink priest
    Here is where things start to get interesting. Skink priests, limited by their lore in 7th, have always been pretty so-so, but if the lores are getting beefed up as much as it sounds like they're going to be pretty strong. The removal of a dice cap will help them cast even large spells. And, similarly to above, percents instead of slots means squeezing one of these guys in where before you needed the slots for leaders and harassers. EotG will be of relatively less value, getting you +1 to cast for the skink instead of +1 PD/DD, and a bad bet anyway b/c of new warmachine rules. Much riskier for less payoff -- although if the lores are as great as people are acting like even a small chance to get a better spell off could be good, and you can mitigate for warmachines. Just be aware.

    Saurus Oldblood
    Another really interesting result of the new percent system. What with mage-priests being such a good value for their points, there are a lot of times (2k points being one of them) where you can sneak an oldblood on foot into a saurus block for even more dangerous frontage. Blade of Realities probably won't be as important with monsters and megaheroes taking a hit, so fielding him for cheap might be a viable option. The carnosaur, unfortunately, is going to see rough times -- you can no longer screen him or even hide behind a wood (!) meaning he's going to get shot full of holes. If you can somehow account for that, he'll be strong, but suffer from the same problems as cavalry and other monsters -- ranks won't break and you won't get a flank bonus, in addition to eating full return attacks. Not as severe as a Stegadon, as both mount and rider are pretty durable here, but more of a support role -- and maybe that's how it should be. Carnie needs testing, on foot in blocks rocks, next.

    Slann Mage-Priest
    Here it is, guys. Mage priests define our army and our magic phase. Back when we started hearing about our 7th ed. book and people decided they hated the new Slann, I told everyone who would listen that when they beefed the lores in 8th we'd be in a better position than anyone to take advantage of it. Well, Christmas is here *grin*. It's going to get harder to brute-force single spells through in 8th, but mages who can consistently cast several spells will benefit largely, and we're certainly in that category. Mage spam isn't as strong compared to one strong mage due to set PD and caster level bonus, and that's again in our favor. Everything I've heard and the few spells that have been mentioned point to magic being huge. The new limited PD pool makes Focused Rumination relatively better as a cheap way to get 4-5 extra power die, seriously stretching thin the opponents dispel die. Stone soul and cupped hands mitigate the new (horrible sounding) miscast chart. Basically, we've always been masters of the BRB lores, and the new BRB lores are pretty stout.

    That said, there are a couple of caveats. I've heard Slann may not get a Look Out, Sir!, which is going to be horrible in an era of no-guess cannons/stonethrowers and templates with no partial hits, meaning Divine Plaque of Protection might become mandatory. You have to specify your lore in your army list now, removing the reactionary flexibility of magic. And EotG support is going to be rarer. But all in all, we're getting a sweet deal, here, and I'm extremely eager to see the new spells.

    Special Characters
    Kroak is going to be amazing at getting off Deliverance of Itza on a 5+ with a +4 bonus. Mazdamundi is going to be a BSB with an 18" range and not as fragile as your normal stegadon mount. Tetto'eko might actually be able to cast Comet of Cassandora now, assuming it still exists. That's all I can really think of.



    Whew, that was long. Anyway, start brainstorming, people! *grin*
    Interesting stuff on the special characters, I had all but forgotten about them as they are all fairly pointless in the current edition but your right, they might be ok in the new book.

  18. #18

    Re: Tactica: 8th Edition Lizardmen

    Quote Originally Posted by Dungeon_Lawyer View Post
    No one has mentioned them but what are everyones thoughts on skirmish skinks with javelins/sheilds? Better in 8th?
    They always had 1 role that they where better at, well 2 I suppose, 1 was shooting enemy skirmishers, since blowpipes lost their poison and could hardly hit them, javs were still hitting on 5+, so against skirmishers they are still better, the other role was attacking war machines, with hw/s they lived longer.

    Against anything else blowpipes are the way.

    I always recommended having 1 unit of jav skinks to deal with enemy skirmishers.

    Jav skinks might actually get to war machines faster now, in the last edition they could not charge on turn 2 as 24" was their maximum move distance.

    With 6+2d6 (or highest of 3d6 with a musician as is rumored) they might manage 2nd turn charges...

    Cham skinks can definately manage 2nd turn charges with their scout move.

  19. #19

    Re: Tactica: 8th Edition Lizardmen

    So....with the whole fighting in two ranks thing.....think this will let the slann with a big fiery sword to own some face from safety.

  20. #20

    Re: Tactica: 8th Edition Lizardmen

    Also since the slann is on an big base think he will get some extra smash attack or whatever it is? I know I know his weapon skill sucks and his str is only ok but still........BATTLETOAD!!

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