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===Rare Units=== *'''Ancient Stegadon:''' You thought the above was awesome? This guy is tougher, hits harder in combat and does 4D6 blowpipe shots from the giant blowpipes replacing the ballista. Again you will see infantry die with this angry old bastard. Then there is the special version mounted by Skink Priests... **'''Engine of the Gods:''' In the previous book you were only able to take these as a mount for a Skink Priest, however they can now be taken in the rare section. Taking it replaces the blowpipes, trading away most of the stegadon's firepower. It has 3 different effects: ***1. it gives all your units within 6" a 6+ Ward Save. This means you can go with spears on your Saurus, and still have a 6+ Ward Save. This is solid if you're relying on big Saurus blocks to get the most out of that ward save, just mind the price you're paying for this support. ***2. it can cast a Bound Spell, that does D6 S4 Flaming hits to units within 4D6. Mostly used for clearing chaff, but is just a nice thing to have in the back pocket, and it's murder vs Treekin. ***3. each magic phase you can choose 1 lore from the main rulebook, and the Casting Values of all spells in that lore goes down by 1. Nice in a Beast lore Skink Priest spam list, because it will allow you to have an easier time casting Wysans Wildform on your Saurus. Can be nice for some lores of Slann to vomit out even more spells per turn, but you're not usually hurting for casting value on your Slann anyways. *** Overall, it's good for what it does, but you have to actually be making good use of the Ward save and casting buff to make it worth the cost and loss of the blowpipes. *'''Salamander Hunting Packs:''' You know the dwarven flame cannon? Now it comes with legs! This unit can do some serious damage, and it's good for stopping Regenerating targets; amphibious just like their skink handlers, so moving them into the perfect position is rather easy. The salamanders got changed quite heavily with the new book. First of all they can no longer march and shoot, meaning you probably wont be shooting first turn anymore. Second they no longer give -3 to Armour Saves with their shooting attack, but it instead got strength 4. Bring enough of them and they can halve a unit's size with a single shot. *'''Razordon Hunting Packs:''' The organ gun to the Salamander's flame cannon, each of these are able to make an Artillery Die amount of shots with a range of 18" each turn. They can move and shoot but they can no longer march and shoot. They are pretty terribad at hitting, so unless you have a Slann able to buff them with Hand of Glory you won't be hitting with many of the shots. However since they put out such a large amount of shots, at least some of them will hit. Now that there is no limit to the amount you can pack into a single unit, you could take a unit of 8 and just stick them into your enemies face and just dare them charge these guys. Even if he does he will surely come to regret it. Keep in mind that for both hunting pack units, the Skink handlers cannot be targeted by attacks but can dish out a couple of weak attacks back, which has a couple of situational anti-character uses. *'''Troglodon:''' Ah yes I was wondering what was wasting so much spruce in the new Carnosaurus' kit. 200 points for a good looking model that can't do anything well. It's designed to be useful in any phase but M7 isn't anything to to write home about. Its Magic support is an upgrade you have to pay for that lets the Skink rider channel and it has the same rule that Skink Priests have, Arcane Vassal (Slann can cast through them.)... but it doesn't actually make the rider a wizard, nor you can put a skink priest on top of a Troglodon. The shooting attack is the lamest attempt to make its point cost: 1 S5 poisoned shot with D3 Wounds, with a short range and BS3... You might hit once or twice a game if lucky. In combat it will wilt faster than an erection after seeing goatse: 3 attacks from the beast and 1 from the Skink. The monster is only S/T 5 with a 4+ Scaly Skin save so any S4 infantry can kill it before the Thunderstomp comes. Its Primeval Roar is the only possibly useful thing this unit brings (but you aren't bringing it are you?). Once per game the Troglodon roars and boost all Predatory Fighters within 12" to get extra attacks on a 5+ instead of 6+. It only really needs a little more to be a neat addition to a list, but for now, it's best fielded 4' off the ground in a display case. ''
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