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Made in us
Dakka Veteran






Well,

My buddy and I finally finished our gaming table. It is sweet. I busted out my old lizardmen army and he got his wood elves. To keep it simple since we are still learning the new rules, we kept it at 1,000 points. I am sure we probably didn't get some of the new rules right, but we both agreed that we would need to play over a dozen games before we iron out every rule set. So this is what we had, roughly and there is no way I will remember all the lizardmen item names, but I can describe what they did.

lizardmen
1 sauras vet
20 saurus unit with halbreds
standard that gives +1 attack
blade that doesn't allow magic saves


skinks
1 skin priest, lvl 2 wiz
18 skinks promoted to scouts with javelins
-priest had an item that requires Toughness test or suffer a wound

1 unit of 2 salamanders

wood elves
2 units of archers
1 unit of war dancers
1 unit of glade riders
1 HQ
1 wizard

we deployed after setting terrain. Each side was even, though we rolled a marsh and now I see where having the aquatic ability comes in super handy as lizardmen. I deployed my scouts in some light woods near a hill his glade riders were behind, my salamanders were deployed behind them in my deployment and my Saurus unit on the other end of the table. My skinks were able to fend off his glade riders for a while. Granted he had very bad dice rolls.

I ended up winning the game, his war dancers kept trying to harass me, and then kept moving out of range. My saurus unit failed to charge so many times from not enough distance. My salamanders destroyed a lot of units, wow those things are tough. Once the large saurus unit got box cars for the charge it was game over. I had a unit of 20, in 4 rows of 5, and by the time I got to his war dancers only 7 or so had been killed. His initiative scared me as he always got to strike first, however with 2 attacks +1 attack standard I was able to destroy them once it was said and done. Though I really won by bad dice rolls, at one point in the game my buddy's whole wood elf army failed leadership tests. Every single model was fleeing, it was funny.

The magic system is weird. My lvl 2 skink priest got a 15 power spell, which means the only way to cast it was double 6s, and I did some damage to myself when I got it off. However, chain lightening is a super powerful spell.

We had lots of fun, we decided next game we will probably play 2,000 points so we can field some larger HQs.

My slaan mage priests are stripped, they just need to be put back together, though the new models look way cooler if you ask me.

I cannot wait to bust my Space Wolves out next when we decide to play some 40k


Crush your enemies, see them driven before you and hear the lamentations of the Eldar! 
   
Made in ca
Tail-spinning Tomb Blade Pilot





Mississauga

The magic system is weird. My lvl 2 skink priest got a 15 power spell, which means the only way to cast it was double 6s, and I did some damage to myself when I got it off. However, chain lightening is a super powerful spell.


I am assuming this is an old habit that has to do with 4th edition. In 8th, any spell caster can toss up to 6 dice at any spell regardless of their level. Furthermore, the number of dice you have in your phase is determined by the winds of magic (2d6). On top of that, you add your caster level to the roll.

The 15 to cast spell therefore only required a 13 to roll, and on 6 dice that is quite easy to get to. Odds are that you get there with 4 dice. With a decent winds of magic roll, you could likely cast both spells in the same phase.

2,500 - Discipline. Duty. Unyielding Will.
2,000 - He alone has the Emperor's soul in his blood.
2,500 - Order. Unity. Obedience.

 
   
Made in bg
Cosmic Joe





Bulgaria

You both might want to get the FAQ-es for both you'r armies and the BRB, there's just no way to play without them nowadays. Just don't print them out unless you have spare paper GW tends to release mew ones ever two months or so. Which is actually good since they fix many of the rule problems that seem to crop up all over.

This message was edited 1 time. Last update was at 2010/11/25 10:57:23



Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in nz
Longtime Dakkanaut



New Zealand

It sounds a bit like your Lizardmen codex might be out of date actually, normal Skinks can't get Scouts in the current codex for one thing (unless you mean Skirmishing Skinks which are fine) and I don't even know if normal Saurus have ever had access to Halberds (thats always been a Temple Guard thing I think).
   
Made in us
Dakka Veteran






Lehnsherr wrote:
The magic system is weird. My lvl 2 skink priest got a 15 power spell, which means the only way to cast it was double 6s, and I did some damage to myself when I got it off. However, chain lightening is a super powerful spell.


I am assuming this is an old habit that has to do with 4th edition. In 8th, any spell caster can toss up to 6 dice at any spell regardless of their level. Furthermore, the number of dice you have in your phase is determined by the winds of magic (2d6). On top of that, you add your caster level to the roll.

The 15 to cast spell therefore only required a 13 to roll, and on 6 dice that is quite easy to get to. Odds are that you get there with 4 dice. With a decent winds of magic roll, you could likely cast both spells in the same phase.


Oh man we had that rule wrong. We did the winds of magic but for some reason we though you could roll as many dice as you want (up to 6) but could only count your highest two for casting spells. So you count all the dice when you roll for a spell?


My skink scouts were skirmishers, and I had the halbred rule wrong, seems only the Sarus veterans are allowed halbreds. I just looked it up. The book I have is from 6th edition and it was given to me from a guy at the local hobby shop since they heard we were getting back into the game. I see there is a 7th edition book out but no 8th. I bet that is because 8th just came out.

I will check those FAQs, thanks for the heads up

Crush your enemies, see them driven before you and hear the lamentations of the Eldar! 
   
Made in ca
Tail-spinning Tomb Blade Pilot





Mississauga

Yep, every die counts. You can roll up to 6 provided you have the power pool for it, and you add all the dice together, along with the caster level of the wizard and any other bonuses they might have.

It might be a while before another LM codex comes out, so I'd pick up the 7th edition one for the time being. From the sounds of things, TK, Brets, O&G and maybe even (hopefully) woodies are going to get codex's. With LM being one of the more competitive armies out there, you likely won't see a codex for them for at least another year, if not more.

2,500 - Discipline. Duty. Unyielding Will.
2,000 - He alone has the Emperor's soul in his blood.
2,500 - Order. Unity. Obedience.

 
   
 
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