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Old March 15th, 2008, 10:14 PM

Sombre Sombre is offline
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Default Re: Warhammer Nation: Lizardmen

I'm actually not planning on making Slann or Temple Guard cap only (they can teleport between their cities after all). Instead they'll be restricted by seriously high costs. Well the Slann will anyway, the Temple Guard will just be an average level sacred.

As for the Saurus, they actually are fairly vulnerable to missile fire in warhammer, where toughness 4 will only get you so far, but you might be right that they need natural prot of 10+. I don't want missiles to be their bane or anything, just one tactic that works ok against them. They will be very cost efficient and powerful close combat troops though. Regarding their strength, in Warhammer they hae strength 4 which is the same as Ogres and strong orcs, humans, dwarfs etc. I gave Ogres str 14 in dom3 because they're size 3 - clearly they're at the top of the group that has strength 4 in warhammer. Meanwhile strength 4 humans, such as those found in the empire, might only get str 11 in dom3. So Saurus will get either str 12 or 13. They're subsantially stronger than humans, but they aren't like ogres or trolls or kroxigors or anything. Also their Obsinite weapons will have nice stats, so they'll do enough damage in close combat I'm sure.

The second generation Slann will probably be rocking something like S6 guaranteed, with 4s and 5s in other magic coming up too and chances of higher levels. I'll need to think about it but believe me they really will have crazy magical powers. They'll be H5 for one thing, being basically the holiest (and oldest) things in the entire warhammer world.
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