Haven't posted in a long while now. Got a lot of spare time on my hands lately so I figured I should try reinvigorating the blog. As all of my armies have been updated recently, I decided I would share my thoughts and opinions and write a Tactica on each of them. I'm starting with the Lizardmen for Fantasy as they came out first and I will break it into manageable chunks.
I don't claim to be an expert, but I've picked up a thing or two over the years and you can judge for yourself.
Army Special Rules
Cold-blooded
This is a great special rule that allows you to roll an
extra dice for Leadership tests and then discard the highest. Combined with a
decent Leadership value, a Slann General, and a BSB, it’ll take a big beating
to have your Saurus failing Leadership tests. Skinks tend to have a less respectable
Leadership of 5. Cold-blooded or not, Leadership 5 sucks so be careful with
Skink units.
Predatory Fighter
When a model with this rule rolls a 6 to hit it gets another
attack. RAW only models in the first rank can benefit from this rule as
supporting models can never get an extra attack from any source. RAI is a bit
unclear but most lean towards all attacks gaining the extra attack.
In addition, unless there is a nearby Skink character, units
with this rule cannot restrain pursuit.
This rule gives a little but takes a lot. The extra attacks
are nice, but are not game changing. On the other hand, always having to pursue
after combat can lose you the game. A clever opponent can use this to their advantage by using a throw away unit. This can result in either your unit being taken out of the game by moving off into the corner of a board or else getting flank charged by another unit fairly easily. This is a good reason to have a Skink Priest
or two throughout your battle line.
Aquatic
Many non-monster, non-skink units have this rule. It will
rarely come up but could be handy when it does. It gives them the Marshland and
River Strider rules in addition to a few other benefits in water features.
The Blade of
Unrealities
This weapon will take up an Oldblood’s entire Magic Item
allowance. While negating all but Regeneration saves is great, a similar effect
can be achieved at a fraction of the cost using a Great Weapon and The Other
Trickster’s Shard. The inability to take any kind of ward save results in this
being a mediocre choice at best.
Piranha Blade
Weighing in
at half the price of The Blade of Realities, the Piranha Blade is worth
considering. If you happen to face Ogres a lot this is a great choice as the
Multiple Wounds D3 really helps pile on the wounds against them. Ogre armour
saves also tend to be fairly average to poor so the S5 combined with Armour
Piercing should suffice. In addition, Ogres are one of the few armies were the
Initiative 3 of the Scar Veteran and Oldblood might come into effect.
Note: Some have argued that as this weapon gives the wielder
these special rules then it combos with the next Magic Item, the Stegadon Helm
of Itza. Others argue that GW differentiates between the wielder and the bearer
in situations like these so the effects only last when the Piranha Blade is
actually being used. For purposes of this review I assumed that the Items did
not combo as that seems to be the obvious RAI from my point of view. As with
the Predatory Fighter special rule, we will just have to wait for GW to release
an FAQ.
Sacred Stegadon Helm
of Itza
The Sacred Stegadon Helm is a decent defensive item well worth
considering. Toughness 6 characters are very resilient. Add D3 Impact Hits to
the mix and you can make some pretty impressive characters. If you plan to take
multiple Oldbloods/Scar Veterans then I’d suggest taking this on one.
Skavenpelt Banner
Initially I disregarded this as a cute fluffy option, but
when I actually read it properly the effect it gave wasn’t all that bad. Giving
Frenzy and Hatred (Skaven) to a unit is significant. However, the price prevents
it from being a viable option in my opinion, even against Skaven. The cost is
just too high. The fact that only the BSB can take it hurts, as a Scar Veteran
or Skink Chief BSB with this will just be too squishy and the Slann should be
taking the Banner of Discipline.
The Jaguar Standard
While this one doesn’t require a BSB to take it, I don’t see
why you would bother. Even if I wanted an aggressive Temple Guard bunker I
would probably just take the Razor Standard.
Cube of Darkness
Essentially a Dispel Scroll that costs 5 points more and
only works on a 2+. It also dispels Remains in Play spells on a 2+. This can be
incredibly useful depending on your opponent. If they are using Lore of Life you
can let them cast the Throne of Vines, wait for their next spell and then two
for one them (assuming they don’t Irresistible Force it). Be aware that it also
affects your own Remains in Play spells so watch out for that. I would take a
Dispel Scroll over this for the reliability but would take this over basically
all other Arcane Items.
Plaque of Dominion
Even if you manage to get it off, it isn’t terribly useful.
Not worth considering at all.
The Cloak of Feathers
Allows a Skink to Fly and provides a modicum of protection.
It could perhaps be useful to get your Skink Priests in to a good position to
use their Arcane Vassal rule or to curb the Saurus’ Predatory Fighter rule.
Worth considering at least.
The Horn of Kygor
Not a fan. If it wasn’t a one use only ability, sure, but as
it is I don’t think it is useful even in a Monster Mash style list. Don’t
bother with it.
The Egg of Quango
Not a bad choice by any means. I would not fault any one for
taking it. Similar to a breath weapon, but it goes off at the start of the
combat phase. This is another thing that needs FAQ’d. It’s unclear whether this
or challenges happen first, so it could be possible to unleash the Quango on
the unit and then maul their character in a challenge as a nice one-two punch.
It likely won’t see its way into my lists, but it is a tempting option.
That is it for the Army Special Rules and Magic Items. To sum it up:
- Predatory Fighter and Cold-blooded are the most important army special rules. Always be aware that you need a skink character nearby to allow you to refrain from pursuing. Getting redirected is bad and can lose you the game.
- Lizardmen Magic Items that are worth taking are the Piranha Blade, Sacred Stegadon Helm, and the Cube of Darkness. The Cloak of Feathers and the Egg of Quango are worth considering too.
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