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===Magic Items=== Yes the Lizardmen have some of the best okay gear available, unfortunately you will pay heavily for that advantage. ====Magic Weapons==== *'''The Blade of Realities:''' A new version of this and still pricey as hell but now ignoring Ward AND Armour Saves. The only downside is that it now takes up all of a Lord's points for magic items and thus robs you of the ability to take any Ward Saves of your own. As such it should probably be left at home for friendly games. On the other hand, since it means that opponents Lords/Heroes will have to rely on Toughness and Weapon Skill to avoid dying, it means you can use it on an Oldblood to go and destroy a specific target. If you put the Oldblood on a Cold One or Fuck-You-A-Saur, you can get a 1+ Armour Save (4+ Scaly Skin + Shield = 3+ - add the Cold One's or Carnosaur's +2 and you're up to 1+. Light armour can be added in case your mount dies so you stay at 2+). You then head straight for that Lord/Hero and unleash hell. Lore of Life's +2/+4 Toughness will make you even more resilient. Lore of Lights Weapon Skill/Initiative augment means you're going to hit more often. Lore of High Magic Movement/Initiative/Weapon Skill at +D3 is useful, but when you can make it so you improve all three it means your Oldblood and his Mount are going to get there quicker and when they do, they're going to be more likely to hit. +3 Movement will mean 9-10 Movement for the Mounts, +3 Initiative will mean your Oldblood is at Initiative 6 (and 7 if near Solar Gem) and +3 Weapon Skill means hitting at Weapon Skill 9. So, while Elves, Vampire Lords and Chaos Lords will still out-Initiative you (and Elves most likely will get re-rolls too) everything else will be hitting after you or at the same time. With WS9, you're likely to hit (bar specific specific Vampire Lord builds, named Elves and certain Elf and Chaos Lord builds, who will also be around WS9... Also any unit with Fencing Blades) and S5 means you're not too bad when it comes to wounding and since you're packing 5 Attacks, you're very much capable of killing any Lord/Hero in one go (though the likes of Tyrion, it'll be difficult). That's ignoring your Mount and the buff it got from the spells. A T9 Fuck-You-A-Saur is pretty fun. So is one with WS6, especially since it has 5 attacks and each one is D3 Wounds. Being able to smile when you tell your opponent that his Lord/Hero or Special Character can't make any saves would be glorious. The best bit, though, would be against the likes of Malekith, who has a 2+ Armour Save (when on mount) and 2+ Ward Save (against non-magical attacks) or against 1+ Armour Save and 3+ Ward Save Chaos Lords. All those points, wasted as you cleave through them. However, many people won't take named characters or spend so many points on a Lord, so the Blade of Realities has very limited uses in competitive play. However, against WAAC's in friendly games, it's delicious. Try this with a Slann just for the lulz (only once though). Laugh as you chew through tanks and still have a Ward Save! *'''The Piranha Blade:''' Still a little bit expensive but now getting the bonus of reducing enemy armour. Against monster and Heroes probably a good idea but a hefty price to pay. Although as the Armour Piercing stacks on Impact Hits this item should be used on an Oldblood with the Stegadon Helm on a Carnosaur with Swiftstride. This combo is fucking hilarious, and leaves some points for other magic items. ::Another use is to give it to a Scar Vet on foot and challenge as it allows you to rack up the combat bonus with Overkill. With only 4 attacks you have the potential to get one Wound to kill the champ and the +5 Overkill bonus for a total of +6 to combat res. Pretty good for only 4 attacks. On average you'll get around +4ish which is still like Hitting and Wounding AND having your opponent fail all saves. ====Magic Armour==== *'''Sacred Stegadon Helm of Itza:''' The only Magic Armour the Lizardmen get but what an armour! For its bonus to Toughness and Impact Hits it's fricking cheap and your Saurus can also play mini-Minotaur on a Carnosaur for the lulz. For those who don't know, it gives +1 to Armour Save, +1 Toughness AND +D3 Impact Hits. Impact hits don't benefit from your weapon though. Your weapons stats only affect you when striking with it. ====Enchanted Items==== *'''The Cloak of Feathers:''' Yes, the same old thing that was in the <S>Codex</S> Armybook for like 10 editions. Still makes a flying Skink but now with a little bonus of some extra Magic Resistance. As it's cheap, you can use it to get the Priest in nice positions for the Arcane Vassal rule to help get in range for the shorter ranged spells a Slann may have. *'''The Horn of Kygor:''' A musical instrument carved from a long dead dinosaur. When your Hero blows it, all Monsters and Beasts in your army within range, will gain the Frenzy rule for one turn. As it will not affect the riders and is extremely expensive for a One Use Only item that does fairly little, it's best to leave this at home. *'''The Egg of Quango:''' Again a little dinosaur souvenir, but this still has life in it. You can summon the ancient dinosaur from its egg and with a little luck (on a 4+) he will clobber your enemies. As a One Use Only and requiring quite a bit of luck this should probably be left at home, but when you like dinosaurs (and that's why you're playing Lizardmen) then it's not bad. Although if it doesn't get so lucky, the poor bird inside dies :'( While it's 'fun' it's also rather silly. The whole point of the Quango was that it was some rare, mystical creature which could change the outcome of the War against Chaos, with Mazamundi deciding when it should be opened... He's decided it is now and it doesn't do anything to help the War in terms of fluff. But it is an amusing item. ====Arcane Items==== *'''Cube of Darkness:''' Basically a 5 point more expensive Dispel Scroll that works on a 2+. In addition, you roll a die for each Remains In Play spell on the board (including your own) and on a 2+ it ends. After taking a Dispel Scroll this is a near "must take" (if you can). Be careful as this item, by RAW, can dispel also your spells! *'''Plaque of Dominion:''' A Bound Spell that makes enemy mages Stupid. If your opponent has his mage parked within range of a General/BSB leave this at home. If not... probably still leave it at home. Dispel Scroll first, Cube second. ====Magic Standards==== *'''Skavenpelt Banner:''' This banner grants the Frenzy and Hatred (Skaven) rules, and all other Skaven gain Hatred when attacking the bearer. As it is more than 50 points this banner can only be used on the BSB, and taking a Magic Banner on a BSB is a shitty idea as he can't take any other magic items for protection. Except the Slann, who can take much better banners at a cheaper price (e.g. Banner of Discipline) and still take magic items. Skip this item as a smart general will have you're unit chasing chaff as they are frenzied: 3 attacks per model will let you have a stupid amount of fun with your Temple Guard, however, the mandatory Overrun will screw over your deathstar if your opponent has any sort of chaff unit, or even a unit they don't mind feeding to the blender (which I really cannot imagine being fielded by Skaven, /irony). Also, if you lose combat you may not run, but your BSB is now holding 65 Points of Hatred(Skaven). Fun, but certainly not worth it. *'''Jaguar Standard:''' Just cheap enough to be used by a unit of Temple Guard, the Jaguar Standard gives the unit Swiftstride. It's an OK choice for a banner but there are others that could probably work better. Nice way to make sure that if the Temple Guard run off after a unit due to their Predatory Fighter rule, they catch and kill whatever fled. ====Summary==== The ones to seriously consider are Cube of Darkness, Piranha Blade, Stegadon Helm, and perhaps the Cloak of Feathers. For any serious lists, don't bother with the rest though they have their uses.
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