Jackster wrote:Engine of Gods ward only works on shooting attacks so has nothing to do with MR.
Honestly wouldnt bother with MR this edition at all, pick up Cupped Hands, it saves your Slaan AND probably screw up an enemy wizard.
Scar Vets are fine with just GW and Light Armor.
Ok, but could you please explain why Magic resistance arent good enough please ? I think the item is 30points and the whole unit gets it.
Aint enough of magic missiles and stuff ?
Powerguy wrote:
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Death is really not a good choice for a Lizardmen, it does nothing to really help the rest of your army and you only have Purple Sun to threaten people (which can very easily backfire). You can maybe get away with it if you are running around solo, but in the middle of a block of Temple Guard that's just asking for trouble. Light, Life or even Shadow would be a better choice for the various buffs and debuffs. Metal would probably be a better choice if you are after a more offensive Lore.
That Potion isn't really that helpful. For starters you should expect to be casting Purple Sun more than once during a game. More importantly you don't know beforehand how many power dice you are going to get that turn, so you could easily waste it if you roll low the turn you use it. As mentioned MR is largely a waste in this edition. .
I was thinking about Metall but ended up with Death because i need something that kills chars. If i had more units with several wounds like stegadon i might have gone
with Life, but right now...i rather kill stuf then save.
Purple sun is a dangerous spell, no doubt. With a 16% of misfire i sure have to choose my spots. ANd pot of
INI "5 pts" might get me one more opportunity.
I dont expect to use it more then 1 or 2 times. I see it as a kamikaze spells if the game goes for the worse. "Might do well in the Narrow passage mission ? "
Powerguy wrote:
I really wouldn't recommend putting a Cube of Darkness on the EoTG Priest, its a massive (and vulnerable) target and it really limits when you can use the Cube. .
Dont expect him to die within first or second magic phase.
Powerguy wrote:
Light Armour + Great Weapon is fine for a Scar Vet, definitely more important than stuff like the Opal Amulet. Venom of the Firefly Frog is pretty helpful though, mostly just so you count as having a magic weapon (when you think about its 15 odd pts for a +2 S magic weapon, you already strike last most of the time anyway. .
I think that the Opal amulet is fine for 15points, because of the low wounds "2" on ScarVet aswell as the low
INI.
Might be a marginal decision. I will look into it.
"Thx "