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Post by livewaaaaagh on Dec 19, 2018 0:17:35 GMT
I'm 100% adding a Troglodon just for the LOLz
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Post by sedge on Dec 19, 2018 7:00:11 GMT
The problem with the Troglodon is that it's basically a Spinosaurus and therefore anyone who's seen Jurassic Park 3 (which surely is every Lizardmen fan) knows it should be able to beat a mighty T-Rex Carnosaur in a fight. Which it definitely cannot in WFB.
That, and the buffs it provides just don't justify its points cost.
It's a real pity, as it's the best looking Lizardmen model out there (which is saying something). I bought one before I picked up any other lizards, just because of how cool it looks.
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Post by vulcan on Dec 20, 2018 22:23:10 GMT
The Troglodon is not a Spinosaurus - and for that matter, neither was the critter in JP3. The Spinosaurus was an aquatic fish-eater, optimized for swimming. In the water it would have taken T-Rex easily... but on land the advantage swings the other way and T-Rex wins easily. In comparison the Troglodon is a blind cave-dweller eating... well, like most cave dwellers it would eat literally anything it can find, from fungi and guano to other critters. There simply isn't enough to eat in deep caves for cave dwellers to be picky.
For that matter, the Carnosaur is no T-Rex. It's not even a therapod dinosaur. No dinosaur combined a semi-two-legged stance, those hugely powerful arms, massive dromaeosaur-type sickle-claws on all four limbs, and such a relatively small head and weak jaws.
It's always a mistake to equate WFB monsters, even lizardman monsters, with actual dinosaurs. They're not the same, in most cases not even particularly close. Yes, it's clear that the lizardman monsters were inspired by dinosaurs... but that doesn't make them the same as actual dinosaurs.
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Post by mottdon on Dec 21, 2018 19:53:49 GMT
Not to be a nerd about it though......
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Post by sedge on Dec 21, 2018 20:43:19 GMT
Pfffff, next thing you're gonna tell me is that my Cold One Knights can't be riding Velociraptors, as those are turkey-sized
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Post by strutsagget on Dec 21, 2018 20:54:44 GMT
Learn some new here everyday. That dino thing is at the top with Welsh name history earlier this autumn regarding Mierce mini names.
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Post by vulcan on Dec 21, 2018 21:48:13 GMT
Not to be a nerd about it though...... I became a dinosaur nerd about the same time EGG was writing his rules for small parties of fantasy characters, long before Warhammer was even a thing.
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Post by vulcan on Dec 21, 2018 21:57:45 GMT
Pfffff, next thing you're gonna tell me is that my Cold One Knights can't be riding Velociraptors, as those are turkey-sized Of course they're not Velociraptors. They're Cold Ones. That's why they're called Cold Ones instead of Velociraptors. Cold Ones are about the size of Utahraptor but with much shorter tails... and a lot less feathers.
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Post by gregwarhamsters on Dec 23, 2018 21:04:04 GMT
Skink Skirmishers... and suddenly 80% of the air you are breathing is composed of tiny little poisoned darts And yet javelins and shield armed skinks are better.
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Post by vulcan on Dec 23, 2018 22:28:07 GMT
Skink Skirmishers... and suddenly 80% of the air you are breathing is composed of tiny little poisoned darts And yet javelins and shield armed skinks are better. Better for what? I would expect blocks of skink cohorts to be inferior at the type of close-in movement needed to control the maneuver battle. I say this as someone who used a lot of shades in his DE army for just such maneuvers, and is currently building up a Lizardman army but hasn't played it yet. So if I'm missing something, please educate me! EDIT: Ah, I see. I double-checked the book and discovered skirmishers can also take javelin and shield, giving them a slightly better chance to survive ranged attacks.
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Post by gregwarhamsters on Jan 10, 2019 23:24:20 GMT
Better for what? Please educate me... Simples... they cost the same. A blowpipe armed skink can move (-1 hit) double shot (-1 hit) but as he hits normally on a BS of 3 (4+) he needs to do all of this at short range. If he moves, at range a nd dou ble taps he needs a 7 which isn't poisonous. Sure he can fire at long range but won't double tap. (all my theory is based on needing 6 to hit and not 7's.) Now if they fire at long range that makes them just as good as javelins as they are firing a single shot. Now you may say that if charged they're better being at longer range. OK, -1 being charged and -1 range -1 double tap so again 7's against slow (4") infantry you probably only fire a single dart but against cavalry (7"+) you'll not be able to fire at all. In all these scenarios the javelins fare better. First they don't get the movement penalty so actually hit on 5's (-1 range is about the only penalty) if charged they will hit on 6's AND due to to quick to fire will ALWAYS be able to fire regardless of the range plus as a final kick in the pants to your enemy the javelin armed troops have a shield (so a normal 5+ save) so they can parry. I can't see a down side to using them instead of blowpipes. Greg
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Post by DiscoQing on Jan 10, 2019 23:45:40 GMT
Learn some new here everyday. That dino thing is at the top with Welsh name history earlier this autumn regarding Mierce mini names. **looks up Welsh dinosaurs... ** Edit: Say Hello to the Dracoraptor, lol www.bbc.co.uk/news/science-environment-35364711
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Post by vulcan on Jan 11, 2019 0:27:30 GMT
Better for what? Please educate me... Simples... they cost the same. A blowpipe armed skink can move (-1 hit) double shot (-1 hit) but as he hits normally on a BS of 3 (4+) he needs to do all of this at short range. If he moves, at range a nd dou ble taps he needs a 7 which isn't poisonous. Sure he can fire at long range but won't double tap. (all my theory is based on needing 6 to hit and not 7's.) Now if they fire at long range that makes them just as good as javelins as they are firing a single shot. Now you may say that if charged they're better being at longer range. OK, -1 being charged and -1 range -1 double tap so again 7's against slow (4") infantry you probably only fire a single dart but against cavalry (7"+) you'll not be able to fire at all. In all these scenarios the javelins fare better. First they don't get the movement penalty so actually hit on 5's (-1 range is about the only penalty) if charged they will hit on 6's AND due to to quick to fire will ALWAYS be able to fire regardless of the range plus as a final kick in the pants to your enemy the javelin armed troops have a shield (so a normal 5+ save) so they can parry. I can't see a down side to using them instead of blowpipes. Greg Theoretically, blowpipes can achieve more hits double-shotting than is possible with javelins, but it's statistically negligible. Sigh. Now I've got to convert the rest of my bow-skinks to javelins. I was going to just leave them with bows and say good enough, but...
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Post by mottdon on Jan 11, 2019 13:54:50 GMT
The "Quick to Fire" rule for javelins is what sells it for me. It's really nice to always have that option, instead of just fleeing every time they're charged (Or just standing there and taking the inevitable loss). At least you might take a few with you, if toting javelins.
While they may not get Parry Saves due to the Javelin having special rules, at least they get +1 armor over the Blowpipe option, as well.
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Post by saniles on Jan 11, 2019 15:39:30 GMT
Guess I know how I’m building my nearly 70 skinks when I get to that point
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