View Single Post
  #2  
Old March 15th, 2008, 09:59 PM

Shovah32 Shovah32 is offline
Brigadier General
 
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
Shovah32 is on a distinguished road
Default Re: Warhammer Nation: Lizardmen

Sounds like fun. To me, it seems like the Saurus troops wont be as good as they should be. If they are only getting weak armour then that protection 8 will be killer. Natural protection of 10 or so seems better to me. Slightly higher strength, maybe 13(perhaps even 14), also seems more appropriate - right now they're barely above tough humans. I know that they shouldn't have too much armour thematically, and I don't think they should in game, but they will need something to keep them a little above alot of the heavier human troops in terms of survivability with all the missile weapon love that exists.

Which units will be capitol only? Temple guard seems likely, and maybe chameleon skinks(although I hope not). Possibly some of the bigger beasties too.

And for commanders? I would guess 4th generation slann, but what about the 5th generation guys? Sure, you don't want them having too many slann, but large cost should handle that. And having both slann capitol only would both really reduce the magical strength of lizardmen and also mean that 5th generation slann would rarely get used, even if they were alot cheaper than the 4th.

I know the second generation slann will be completely badass, but any idea about their actual magic levels?

Just throwing some random thoughts around.

ps: If you don't finish this quickly, you may have to start getting all your anonymous mail scanned.
Reply With Quote