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Made in us
Mutilatin' Mad Dok





Medford Oregon

I ordered my Collectors edition when GW still had the 200 left banner and hours later they put up the 150 banner and so on.

Still have not gotten my notice my funds have been accepted or my item sent to me yet and I ordered it july 31st.

So I do not know whats really good about the codex. Like is it better? Worst or just as good and most importantly

How awesome is the new stuff? Is there models in the codex we do not have models for yet? Is there going to be a lizardmen model release months from now like the 40k armies flyers etc?


   
Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

I think there's a model for everything, save perhaps some of the characters. But no, I think everything's got a model. The general trend of GW releases of late has been to release everything in one "wave", and then move onto the next release.

I think the new Lizards book is worse if anything, but not by much. Lizards were one of the best armies in the game, so a slight nerf was to be expected. They're still pretty good though.

As for the new stuff, the Ripperdactlys and Bastilodons are both pretty awesome. The Carnosaur is too, but has faults in the fact that it can only be taken as a mount and the fact that Monsters just generally aren't great this edition. The Trogolodons and Terradons are slightly underwhelming in my opinion, though the former can be useful as it can buff Primal Fury once per game (useful if you're Saurus heavy) and can take an option to channel power and dispel dice. Useful, but that's about it.

DT:90S+++G++MB++IPwhfb06#+++D+A+++/eWD309R+T(T)DM+

9th Age Fantasy Rules

 
   
Made in de
Decrepit Dakkanaut





Looks like a damn good book to me at first sight. The overpowered crap has been removed or nerfed and you got some new, really nice looking models that synergize well with the army.

Only downside I see so far is that the army looks pretty bland right now - I predict similar lists as before, aka Slann + Saurus, with 1-2 new monsters in.

   
Made in nz
Regular Dakkanaut




I think the major fault of the army is that the most competitive lists will look exactly the same as they did last month. They'll just be less powerful.

Proud Co-Host of the Kiwi Hammer Podcast:

http://kiwihammer.co.nz 
   
Made in au
Nimble Mounted Yeoman




Adelaide

I had a small game with Lizards on saturday.
Myself and a friend took 1500pts of lizards each, against 1000 of Dwarfs, 1000 of Chaos Dwarfs, 1000 Chaos.

I had:

- Scar Veteran on Carnosaur with the stegadon helm spear, shield, light armour, and swiftstride

- 18 Saraus with Spear and Full command
- 18 Saraus with Spear and Full command
- 11 Skink skirmishers with javelin shield
- 11 Skink skirmishers with blowpipes

- Bastiladon with Laser beam thing
- 3 Ripperdactyls - I put the blot toads into the unit of 14 Fireglaive wielding chaos dwarfs.

The other lizards army had a horde of saraus, another unit of 20, 20 temple guard with an oldblood with the blad of realities and 8 (I think) Cold One Cavalry.

We played the sacrifice scenario from the lustria book - and left the oldblood and temple guard there to sacrifice the dwarven maiden on turn 4 for an extra 300VPs

Without giving a full battle report, I'll just note down some of the more interesting points:

- Scar Veteran on a carnosaur is great fun! (I always used to take the Old Blood on one when I could, but this guy will definitely be included). He charged a unit of 6 K'Dai (the monstrous infantry versions) and eventually killed them, with the carnosaur remaining on 1 wound. he then charged 3 Dragon ogres and munched on them (actually he munched on the champion in a challenge and the other 2 ran) He then charge the 15 chaos warriors, munching the champion then the wizard in a challenge.

- Bastiladon: didn't really do much. As our only source of magic, the beam only worked when I irresistably cast it. the initiative buff didn't really help much, but I wasn't using it for that, so never optimised it. In the last turn I charged it into the Chaos Dwarf wizard - we both fluffed all of our attacks, then I remembered thunderstomp, and caused 3 unsaved wounds.

- Ripperdactyls: Were ok. failed a charge on the fireglaives but lost one to stand and shoot, the remaining 2 finally managed to charge but I rolled a 1 for the D3 attacks, and maybe killed 2 dwarfs. they then butchered the unit with return attacks. But they kept the fireglaives busy the whole game which was a win.

- Saraus: the same workhorse they always were, PF is handy for a few extra attacks. one unit took on a dwarf warriors with Lord block and managed to contain it, then break and catch it. The other had terrible game, got charged by GW dwarves, and of my 30odd attacks only inflicted 1 wound... before fleeing off the table.

- Skinks: the blowpipers accounted for the organ gun and the cannon, while the javelins were an annoyance for the chaos chariot and knights

- Cold One cavalry: got shot up a bit by cannon and organ gun. then against my better judgement they charged unsupported into the dwarfs with a lord, survived a turn then got flank charge by the GW dwarfs.

Overall, I didn't find them too much different from the last book. They play the same.
I think I like the bastiladon (the ark one would be really handy with a Tehenhauin swarm mob - that gains unbreakable and doesn't get squished!!!!)
the Ripperdactyls would be better as a bigger unit I think - and buffed by Wyssans.
Carnosaur was just as good as always - the swiftstride upgrade is great!
Blade of realities looks fun - but probably more useful in larger games.

I rarely play with a slaan, but its good to see it got the toning down it required.
Sad for the loss of the Stegadon warspear, but the D3 impact hits upgrade is just as good

   
 
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