Plotki na temat 7-edycyjnych Lizaków
Moderator: Ziemko
co wy pitolicie kurde ]:->
krox ma scaly skin +4 nie ma zadnego l armora no dajcie spokoj ]:->
niewiem jak w nowej edycji ale teraz jest tylko luska
krox ma scaly skin +4 nie ma zadnego l armora no dajcie spokoj ]:->
niewiem jak w nowej edycji ale teraz jest tylko luska
Malowanie, konwertowanie, rzeźbienie od zera ... ceny do uzgodnienia
https://www.facebook.com/angerfish.studio
Prosił bym o kontakt na fanpage, ponieważ na forum wchodzę sporadycznie.
https://www.facebook.com/angerfish.studio
Prosił bym o kontakt na fanpage, ponieważ na forum wchodzę sporadycznie.
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Mówiłem o temple guard, a swoją drogą to kroxy też mają też dostać LA - tak słyszałem
no z klimatycznej stony to zle ale z praktycznej jak najbardziej ok ]:->
Malowanie, konwertowanie, rzeźbienie od zera ... ceny do uzgodnienia
https://www.facebook.com/angerfish.studio
Prosił bym o kontakt na fanpage, ponieważ na forum wchodzę sporadycznie.
https://www.facebook.com/angerfish.studio
Prosił bym o kontakt na fanpage, ponieważ na forum wchodzę sporadycznie.
- BoB miniatures
- Chuck Norris
- Posty: 625
- Lokalizacja: Poznań
- Kontakt:
Modele jakich figurek są nowe, a które zostaną stare?
(Wiem że to już było, ale nie mogę znaleźć )
(Wiem że to już było, ale nie mogę znaleźć )
- Hybrydzioch
- Wałkarz
- Posty: 65
- Lokalizacja: Radom
Nowe modele:
Chakax
Tic Tac Toc
BSB na piechotę
Temple Guards
Kroxigors
Terradons
Stegadon
Razordons
reszta bez zmian
Chakax
Tic Tac Toc
BSB na piechotę
Temple Guards
Kroxigors
Terradons
Stegadon
Razordons
reszta bez zmian
Przeanalizowałem nowe lizaki i musze wam powiedziec drogie współkijanki, że będzie się nimi fajniej grało niż dotychczas. Bedzię więcej możliwości złożenia dobrych rozpisek. Można narzekać, że obcieli to i tamto, ale prawda jest taka, że nasze armie się powiększą bo wszystko potaniało oprócz skineczków, a one same nadal są tanie jak na to co potrafią. Doszły wreszcie cohorty które odginają szarże tak jak chcemy i kosztują marne 5pkt za M6 i mozliwosc dawania look outa herosom wszelkiej maści. Żal mi jest tylko chameleonów i trikow z nimi związanymi. Generalnie armie będą mieściły więcej modeli w bardziej różnorodnej konfiguracji.
Więc nie marudźcie Ja już zrobiłem kilka fajnych, mocnych rozpisek. Monster trucki też teraz będą mega monsterowe. Carnuś i 6 stedziów i chyba do tego moga dojsc herosi na stedziach jeszcze
pozdro
Więc nie marudźcie Ja już zrobiłem kilka fajnych, mocnych rozpisek. Monster trucki też teraz będą mega monsterowe. Carnuś i 6 stedziów i chyba do tego moga dojsc herosi na stedziach jeszcze
pozdro
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Nie wiem czy ktoś juz tego nie dał ale to nowinki(29.11.08 ) z Warseer:
Blessed Spawnings
Contrary to popular speculation, these are out completely(!)
Army-wide special rule - Cold-blooded
Was rumoured to change, but that appears to not have been correct and current rumours says it stays like it is.
Lore of the Old Ones
Another popular rumour that also appear to be wrong.
Magic items
Plaques
- no news
Magic weapons
- Blade of Tzunki, Blade of Realities and Piranha Blade are all in and pretty much as before
- there is a new lance for skinks that double the number of impact hits done by Stegadons they ride
Magic armour
- all pretty much the same as before, though in general cheaper
- heavy armour on foot only: +1T, stupidity
Talismans
- Glyph Necklace and Amulet of Itzl are still in and pretty much the same as before
- aura of quetzl: -1 to hit the bearer
- no item that gives a 4+ ward
Enchanted items
- Cloak of Feathers is still in
- Charm of the Jaguar Warrior is now a bound item that has the Steed of Shadows spell
- there is a bound item that casts Uranon's Thunderbolt at power level 6
- 2+ ward vs shooting for slann
- statue of spite: no changes
- magic cold one with M8 and no stupidity, 35 pts
- venom of firefly frog: same, but 10 pts
Arcane Items
- Diadem gives +1 spell
- cube of darkness: no changes
- diadem of power: transfer DD to next phase power pool, 25 pts
- one use only arcane giving +3 to cast after the roll
- ignore miscast table result on 2+, and transfer it onto another enemy wizard in LoS on 5+
Standards
- Sun Standard is still in
- expensive banner that gives Stubborn for cavalry(???)
- Huanchi's Totem may or may not be altered
- new banner that makes all enemy wizards with line of sight to it have to test for stupidity
Lords
Slann
- 275 pts, level 4 wizards
- use any lore in the rulebook, can't pick spells from mulitple lores
- T4, 5 wounds, US3
- generations are out(!)
- now come with one of a list of powers included in their base cost and can buy up to four additional ones for 50 pts each:
-- re-roll their rolls on the miscast table
-- know all spells from their chosen rulebook lore
-- Regeneration
-- Terror
-- add one additional free power dice when casting a spell (this can cause Irrisistable force and miscast)
-- some kind of immunity (mundane or magical attacks?)
-- Magic resistance 3
-- choose a wizard within 24" - this wizards rolls of 6 to cast do not count
Saurus Oldblood
- same stats as before
- comes with a 4+ scaly skin save
- may be mounted on a Cold One or Carnosaur
Heroes
Saurus Scar-Veteran
- comes with a 5+ sacaly skin save
- Toughness 5
- same cost as before
- may be mounted on a Cold One
Skink Chief
- may be mounted on a Terradon or Ancient Stegadon
Skink Priest
- may be mounted on a Terradon or Ancient Stegadon (upgradable to an Engine of the Gods)
- Lore of Heavens only
Character mounts
Cold One
- obviously no longer requires a spawning to ride, since there are no more spawnings
Carnosaur
- Strength 7
- not a Large Target(!)
Ancient Stegadon
- only Skink characters may ride these
- takes up an additional Hero choice
- the Ancient Stegadon of a Skink Priest may be upgraded to an Engine of the Gods
Core
There is much speculation on whether there will be additional core units (ranked skinks or skink fast cavalry), though nothing confirmed
Saurus Warriors
- 2 pts cheaper
- scaly skin save is going back to 5+, like it was in 5th edition
- go back to getting two attacks from the second rank when using spears
Skinks
- +1 Leadership
- base cost 1 pt cheaper, but skirmish must now be bought at +2 pts per model
- can't get scouting(?)
- standard equipment is javelins, hand weapons and shields, may be upgraded to blowpipes (cost?)
- can be joined by one Kroxigor per eight Skinks (unknown exactly how this will work)
Jungle Swarms
- 15 pts cheaper
Special
Temple Guard
- 1 pt cheaper
- can get a 2+ armour save (presumably 5+ scaly skin, light armour, shield and hand weapon+shield bonus in close combat)
- immune to psychology if joined by a Slann
Saurus Cavalry
- no new models for the time being
- same cost
- gets the same armour save boost as the warriors, so they now have a 2+ armour save
Kroxigor
- new set of metal models (was rumoured to be plastic, but that appears to have been wrong)
- get light armour in addition to their scaly skin(?), for a total armour save of 4+
- 1 less Strength
- 3 pts cheaper
Stegadon
- new plastic model
- moved from Rare to Special
- +1 Leadership (as Skinks are now Ld6 basic)
- can get a big blowpipe, which is something like a blowpipe with 2D6 shots (details uncertain)
- giant bow is poisoned (unknown how this will work with rank penetration)
Terradons
- new (metal) models
- only beast is S4, rider is S3 (and only has hand weapon and javelins)
- are now flying cavalry, so they are Unit Strength 2 and get the armour save bonus for being mounted
- can move through woods without penalty
- drop rocks like they did back in 5th edition, once per battle doing D3 S4 impact hits per terradon
Cameleon Skinks
- 3 points cheaper
- lose their special deployment rule and presumably works like normal scouts
Rare
Salamander Hunting Packs
- 10 pts cheaper
- now use the breath weapon template instead of the artillery dice, this scatters an artillery dice number of inches forward, like the skaven warpfire thrower.
- might be move or fire
- breath attack is Strength 3, -3 armour save modifier
- not known whether you can still form units of more than one pack (having a monsters and handlers unit with multiple monsters is a bit tricky ruleswise) or if you might, say, get 1-2 independant packs per choice
- can't be joined by characters
- modified version of the Monster & Handlers rule, with handlers not being placed into combat if possible (somewhat like the Dark Elf Hydra)
Ancient Stegadon
- somewhat altered stats compared to the regular Steggy (+1 Strength, -1 In, -1 Attack
- rumoured to be armed with a pair of huge blowpipes (for some reason) and doesn't have the giant bow
Engine of the Gods
- it's not known if the Stegadon carrying it has the same stats as a normal one, or if it has weaker stats, like the one in the Lustria book
- works somewhat like the Cauldron of Blood in that you have a choice of one of three powers to use each turn:
-- give a 5+ Ward to (one?) friendly units within 12"
-- or 2D6 S4 hits with no armour save to enemies within 2D6"
-- reduce the casting difficulty of all spells from one Lore of magic by 3
- Skink Priest riding them get +1 power dice
Barbed Razordon Hunting Party
- a new kind of dinosaur unit, also herded by skinks
- 56 pts per team
- beast has same stat line as a salamander
- fires Strength 4 spikes that has a number of shots equal to the roll on an artillery dice, that roll to hit using BS 3, ignores to hit modifiers for long range, moving, stand and shoot, and multiple shots
- must stand and shoot (if able to), when standing and shooting it gets two artillery dice worth of shots(?)
- can't be joined by characters
- modified version of the Monster & Handlers rule, with handlers not being placed into combat if possible (somewhat like the Dark Elf Hydra)
Special characters
Lord Kroak (dead Slann)
- 600 pts (so drastically cheaper than before)
Mazdamundi (Slann on Stegadon)
- 620 pts
- can cast spells with any number of dice
- has the Ruination of Cities spell
Kroq-Gar (Saurus Lord on Carnosaur)
- 625 pts
Tiktaq'To, Master of Skies (some kind of Skink on Terradon)
Chakax, Eternity Warden (Saurus Temple Guard champion)
Oxayotl (Cameleon Skink champion(?))
some kind of astromancer skink
some kind of albino saurus oldblood
- resilient(?)
Coraz mniej mi się te wszystkie zmiany podobają - bez klimatu i zmienia całkowicie koncepcję naszej ukochanej armii(chociaz nie mówie, że skinkami gra się łatwo).
Blessed Spawnings
Contrary to popular speculation, these are out completely(!)
Army-wide special rule - Cold-blooded
Was rumoured to change, but that appears to not have been correct and current rumours says it stays like it is.
Lore of the Old Ones
Another popular rumour that also appear to be wrong.
Magic items
Plaques
- no news
Magic weapons
- Blade of Tzunki, Blade of Realities and Piranha Blade are all in and pretty much as before
- there is a new lance for skinks that double the number of impact hits done by Stegadons they ride
Magic armour
- all pretty much the same as before, though in general cheaper
- heavy armour on foot only: +1T, stupidity
Talismans
- Glyph Necklace and Amulet of Itzl are still in and pretty much the same as before
- aura of quetzl: -1 to hit the bearer
- no item that gives a 4+ ward
Enchanted items
- Cloak of Feathers is still in
- Charm of the Jaguar Warrior is now a bound item that has the Steed of Shadows spell
- there is a bound item that casts Uranon's Thunderbolt at power level 6
- 2+ ward vs shooting for slann
- statue of spite: no changes
- magic cold one with M8 and no stupidity, 35 pts
- venom of firefly frog: same, but 10 pts
Arcane Items
- Diadem gives +1 spell
- cube of darkness: no changes
- diadem of power: transfer DD to next phase power pool, 25 pts
- one use only arcane giving +3 to cast after the roll
- ignore miscast table result on 2+, and transfer it onto another enemy wizard in LoS on 5+
Standards
- Sun Standard is still in
- expensive banner that gives Stubborn for cavalry(???)
- Huanchi's Totem may or may not be altered
- new banner that makes all enemy wizards with line of sight to it have to test for stupidity
Lords
Slann
- 275 pts, level 4 wizards
- use any lore in the rulebook, can't pick spells from mulitple lores
- T4, 5 wounds, US3
- generations are out(!)
- now come with one of a list of powers included in their base cost and can buy up to four additional ones for 50 pts each:
-- re-roll their rolls on the miscast table
-- know all spells from their chosen rulebook lore
-- Regeneration
-- Terror
-- add one additional free power dice when casting a spell (this can cause Irrisistable force and miscast)
-- some kind of immunity (mundane or magical attacks?)
-- Magic resistance 3
-- choose a wizard within 24" - this wizards rolls of 6 to cast do not count
Saurus Oldblood
- same stats as before
- comes with a 4+ scaly skin save
- may be mounted on a Cold One or Carnosaur
Heroes
Saurus Scar-Veteran
- comes with a 5+ sacaly skin save
- Toughness 5
- same cost as before
- may be mounted on a Cold One
Skink Chief
- may be mounted on a Terradon or Ancient Stegadon
Skink Priest
- may be mounted on a Terradon or Ancient Stegadon (upgradable to an Engine of the Gods)
- Lore of Heavens only
Character mounts
Cold One
- obviously no longer requires a spawning to ride, since there are no more spawnings
Carnosaur
- Strength 7
- not a Large Target(!)
Ancient Stegadon
- only Skink characters may ride these
- takes up an additional Hero choice
- the Ancient Stegadon of a Skink Priest may be upgraded to an Engine of the Gods
Core
There is much speculation on whether there will be additional core units (ranked skinks or skink fast cavalry), though nothing confirmed
Saurus Warriors
- 2 pts cheaper
- scaly skin save is going back to 5+, like it was in 5th edition
- go back to getting two attacks from the second rank when using spears
Skinks
- +1 Leadership
- base cost 1 pt cheaper, but skirmish must now be bought at +2 pts per model
- can't get scouting(?)
- standard equipment is javelins, hand weapons and shields, may be upgraded to blowpipes (cost?)
- can be joined by one Kroxigor per eight Skinks (unknown exactly how this will work)
Jungle Swarms
- 15 pts cheaper
Special
Temple Guard
- 1 pt cheaper
- can get a 2+ armour save (presumably 5+ scaly skin, light armour, shield and hand weapon+shield bonus in close combat)
- immune to psychology if joined by a Slann
Saurus Cavalry
- no new models for the time being
- same cost
- gets the same armour save boost as the warriors, so they now have a 2+ armour save
Kroxigor
- new set of metal models (was rumoured to be plastic, but that appears to have been wrong)
- get light armour in addition to their scaly skin(?), for a total armour save of 4+
- 1 less Strength
- 3 pts cheaper
Stegadon
- new plastic model
- moved from Rare to Special
- +1 Leadership (as Skinks are now Ld6 basic)
- can get a big blowpipe, which is something like a blowpipe with 2D6 shots (details uncertain)
- giant bow is poisoned (unknown how this will work with rank penetration)
Terradons
- new (metal) models
- only beast is S4, rider is S3 (and only has hand weapon and javelins)
- are now flying cavalry, so they are Unit Strength 2 and get the armour save bonus for being mounted
- can move through woods without penalty
- drop rocks like they did back in 5th edition, once per battle doing D3 S4 impact hits per terradon
Cameleon Skinks
- 3 points cheaper
- lose their special deployment rule and presumably works like normal scouts
Rare
Salamander Hunting Packs
- 10 pts cheaper
- now use the breath weapon template instead of the artillery dice, this scatters an artillery dice number of inches forward, like the skaven warpfire thrower.
- might be move or fire
- breath attack is Strength 3, -3 armour save modifier
- not known whether you can still form units of more than one pack (having a monsters and handlers unit with multiple monsters is a bit tricky ruleswise) or if you might, say, get 1-2 independant packs per choice
- can't be joined by characters
- modified version of the Monster & Handlers rule, with handlers not being placed into combat if possible (somewhat like the Dark Elf Hydra)
Ancient Stegadon
- somewhat altered stats compared to the regular Steggy (+1 Strength, -1 In, -1 Attack
- rumoured to be armed with a pair of huge blowpipes (for some reason) and doesn't have the giant bow
Engine of the Gods
- it's not known if the Stegadon carrying it has the same stats as a normal one, or if it has weaker stats, like the one in the Lustria book
- works somewhat like the Cauldron of Blood in that you have a choice of one of three powers to use each turn:
-- give a 5+ Ward to (one?) friendly units within 12"
-- or 2D6 S4 hits with no armour save to enemies within 2D6"
-- reduce the casting difficulty of all spells from one Lore of magic by 3
- Skink Priest riding them get +1 power dice
Barbed Razordon Hunting Party
- a new kind of dinosaur unit, also herded by skinks
- 56 pts per team
- beast has same stat line as a salamander
- fires Strength 4 spikes that has a number of shots equal to the roll on an artillery dice, that roll to hit using BS 3, ignores to hit modifiers for long range, moving, stand and shoot, and multiple shots
- must stand and shoot (if able to), when standing and shooting it gets two artillery dice worth of shots(?)
- can't be joined by characters
- modified version of the Monster & Handlers rule, with handlers not being placed into combat if possible (somewhat like the Dark Elf Hydra)
Special characters
Lord Kroak (dead Slann)
- 600 pts (so drastically cheaper than before)
Mazdamundi (Slann on Stegadon)
- 620 pts
- can cast spells with any number of dice
- has the Ruination of Cities spell
Kroq-Gar (Saurus Lord on Carnosaur)
- 625 pts
Tiktaq'To, Master of Skies (some kind of Skink on Terradon)
Chakax, Eternity Warden (Saurus Temple Guard champion)
Oxayotl (Cameleon Skink champion(?))
some kind of astromancer skink
some kind of albino saurus oldblood
- resilient(?)
Coraz mniej mi się te wszystkie zmiany podobają - bez klimatu i zmienia całkowicie koncepcję naszej ukochanej armii(chociaz nie mówie, że skinkami gra się łatwo).
No i wreszcie coś ciekawego, juz nie bedzie rozpy ala slan 8 kroxów, biegacz, caddy skinki, terki i salki. Teraz bedzie mozna zarówno grać na monster trucku prowadzonym przez carniego, jak i na defensie slanowym. Ta armia nie mozna powiedziec że jest obcięta czy coś, ona po prostu jest inna, tak jak już Crus napisał bezie nas więcej, pomyślmy sobie że mamy 80 modeli, z czego każdy staniał o 2 pkt to już mamy 160pkt które mozemy dodatkowo rozdysponować. Armia bedzie na dobrą kminę, nie bedzie wygięta na maxa, ale nie bedzie słaba. Będzie armią którąjak sie opanuje i ma się jakies umiejętnosci, bedzie można cisnąć demony i vc.
Pozdro
Pozdro
przecież ta lista rumorów z warseera to tłumaczenie (i kompilacja) dyskusji trwającej tutaj w tym wątku od zakończenia PGA.
nie każdemu chce się wklejać do swego notatnika po poscie aby sklecic z tego calośc.
Teraz wszystko jasne.
Teraz wszystko jasne.
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tylko jakoś wcześniej nie widziałem nic nt. magicznych przedmiotów poza tym, że mają wywalić odrzutowe wrotki.majzownik pisze:przecież ta lista rumorów z warseera to tłumaczenie (i kompilacja) dyskusji trwającej tutaj w tym wątku od zakończenia PGA.
majzownik pisze:przecież ta lista rumorów z warseera to tłumaczenie (i kompilacja) dyskusji trwającej tutaj w tym wątku od zakończenia PGA.
popieram to samo mialm napisac ale zauwazylem twoj poscik
no to jest tlumaczenie z tego forum gdzies na 22 stronie ]:-> na angielski (w dodatku tez w tym temacie zostalo to przetlumaczone ) wiec radze czytac caly temat mimo ze ma te 30 pare stron ale naprawde warto niz nabijac kolejne strony jak wszystko juz bylo
no pare modyfikacji niby jest wiec mozna to wybaczyc troche ]:->
Malowanie, konwertowanie, rzeźbienie od zera ... ceny do uzgodnienia
https://www.facebook.com/angerfish.studio
Prosił bym o kontakt na fanpage, ponieważ na forum wchodzę sporadycznie.
https://www.facebook.com/angerfish.studio
Prosił bym o kontakt na fanpage, ponieważ na forum wchodzę sporadycznie.
Mi sie przede wszystkim nie podoba klimat nowych lizaków bo to co mi sie w tej armii podobało - ten watek mistyczny, został osłabiony a przypakowali wszelkiej masci saurusy (jak widze Kroq Gar jest drozszy niz Mazdamundi i drozszy niz Kroak...). Moim zdaniem to sie nie trzyma klimatu bo to Slanny mialybyc takie super potezna a tu dupa.
No ale takie pytanko - jesli Salki teraz ciagle wystepuja jako unit, to jesli strzelamy unitem w ktorym jest 2+ salek to jak rozpatrujemy ile modeli jest automatycznie trafianych a ile na 4+ ?
a) strzela po kolei kazda salka
b) liczymy to przed strzałem pierwszej salki
I ten stubborn dla cold one'ów - to w końcu jest enchant czy sztandar bo w kazdym poscie co innego ....
I ktos cos wspomniał, że jest przedmiot +1LD - cos wiecej na ten temat ?
No ale takie pytanko - jesli Salki teraz ciagle wystepuja jako unit, to jesli strzelamy unitem w ktorym jest 2+ salek to jak rozpatrujemy ile modeli jest automatycznie trafianych a ile na 4+ ?
a) strzela po kolei kazda salka
b) liczymy to przed strzałem pierwszej salki
I ten stubborn dla cold one'ów - to w końcu jest enchant czy sztandar bo w kazdym poscie co innego ....
I ktos cos wspomniał, że jest przedmiot +1LD - cos wiecej na ten temat ?
- Arbiter Elegancji
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LOS, rzucasz artyleryjką, liczba która wypadnie odpowiada odległości (od lufy) na jakią kładziesz wąską końcówke flame template.
Barbarossa pisze:Piszesz o pozytywnych wypowiedziach ludzi z Heelenhammera, którzy "zjedli zęby na WFB" - sorry, ale zęby na WFB to zjadłem ja, a to są angielscy gracze, których wiele razy bez problemów rozjeżdżaliśmy bo nigdy nie ogarniali na takim poziomie, jak top w Polsce. Ci ludzie nie są dla mnie ekspertami, to leszcze z podcastem..
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Sam nie wiem czego bym się bał bardziej - 4 metrowego jaszczura ziejącego ogniem czy dwóch szalonych szczuroludzi ze zdecydowanie zawodnym miotaczem ognia... Uważam, że salki też powinny wzbudzać panikęSebollus pisze:S-5
move or fire
kładziesz template przed nim i przesuwasz w stronę celu o wynik na artyleryjskiej.
Jak zginie choć jeden przeciwnik to test paniki( modle się żeby też miały tą zasadę)