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Well now that we have a great bunch of new special characters I figured why not get a discussion going about all of them Tactically and well whatever else you may feel about them.
Lord Kroak is insane.... You would only use him in absolutely massive battles, but his power is sooooo good. Its crazy.
The Slann on the stegadon, I can't wait to see some conversions of that. Should look awesome.
Overall, they are still special characters and I mostly glazed over them. I prefer to make my own characters. The one with the mirror shield? Only effects him not his unit... Chakax? Good, but he needs to be in a unit of Temple Guard with Slann, which is going to make a massively expensive unit and really not worth it IMO, as soon as you are investing that many points in a single unit I think you have gone too far and should spread them out further. Saurus are only M4, it is too easy to avoid them for the battle or surround them.
I'm not too interest3ed in special characters.
I love Chakax, he is a close combat mosnter, I can't think of anything else that can beat him in a challenge except an uber chaos lord or hero. i like tetta'eko (i hope thats how hes spelt) he makes all lore of heavens spell have IF ona double if he rolls a 3 or higher on a 2 D6. making skinks more deadly.
If a Million Guardsmen die, that's a statistic. If one marine dies, that's a tragedy.
Chakax is a beast in challenges and awesome with TG, but he's a tad expensive.
Kroq-Gar is nice, hits hard, gives core Saurus Cav, and has an improved Hand of the Gods. A little expensive.
Tetto'Eko has a lot of potential to be really nasty in a magic-heavy list.
Gor'Rok is a freakin' brick wall. Ld8, Cold-Blooded, Stubborn, enemies count as charging into a hill, can't be KB'd. Awesome.
Kroak is a huge disappointment, he only has 1 spell and doesn't offer too much to the army. Phail.
Mazda is even worse. He has nothing to boost his casting (Focus of Rumination at a minimum) and he's riding everyone's favorite Cannon fodder, the Stegadon. Uber phail.
Tiqtak'to isn't too bad, apart from his high cost and ridiculous name.
Tehenhuain sucks. He should never have been a Lord and doesn't offer all that much.
Oxyotl should have been a Chameleon upgrade character (like Nakai and Kroxies), he's horrible.
Overall, a disappointing selection of characters.
Check out ==My== blog: www.bnhblog.blogspot.com
Here Here ==Me==! The lizardmen special characters are on the whole fairly bad,
I was Suprised that Oxyotl only has Bs5, thats as much as a stalker or a chief for crying out loud, this bad boy has been to chaos and back and i dont think he'd live long with Bs5 there thank you very much!
Gor-Rok as you say is demonic, put him in a unit of saurus and he gets even better!
the others are ok but the theft of Kroaks amazingness should be criminalised! I want to meet the guys who stole his soul and give 'em a peice of my mind, anywho this is not a rant thread so i will desist leaving with the comment "Meh"
I to am a fan of Gor-Rok. And Tetto'Eko may see some use. All the others I think are way too overpriced in a regular 2k or 2250 list. Now if you were playing 4k or higher some of these guys may be useful, especially chakax.
I am right 94% of the time, why worry about the other 3%.
I'm not one to usually take aprt in these sorts of discussion (I'm like steward myself, I either make my own or at least use the characters as rules only, making my own). I decided in this case to make an exception, as I find lizardmen special characters are unique in a way that makes them clumsy to concieve thier proper use in a thoeretical way.
If that last sentence made seanse to you, gold star.
Anyway, I'm just going to comment on the lords at the moment....
Lord Kroak- In all, he has become dissapointing to me. Sad to say the only army I could see him having use in is a defensive, expsensive, magic heavy army. His single spell, while impressive, is a horrible idea for a lvl 4 wizard. With so many items that can destroy a single spell out there, he can easily border on useless at some points. the spell srequires a high casting value to get proper use out of it, which runs the risk it may not work. If it ignored armor saves or did flaming attacks it could be mnore viable, but in all it just isn't worth giving up knowing other spells.
However, his spirit rule helps even this out, by allowing other wizards to take higher casting value spells. Your chances of having two slann if kroak is there is unlikely though, so your really just hoping you gain enough of the offensice spells from heavens to force the army to move closer and into ranmge of deliverance. In all, you need to invest so heavily in magic besides kroak to make him worth it, and then you still have to hope the army cannot outgun you from a distance. No one is going to go offensive against his army unless they must, and having to wait three turns to get a slann into range to use it's one spell is going to cause problems.
Mazudamundi- I can't say he is a bad character, but he cost too much for what he gives you. Technically this isn't true, because if you consider the cost of an ancient stegadon and blah blah blah, he is actually cheaper than the math. Unfortunatly, these are contradictory upgrades. You take a character, who will be a magic casting general, and put him on to a psuedo-chariot/monster hybrid meant for combat. It makes him a large target, give him a bigger base, and these things make him easier to kill than a normal slann. If you could have Mazzie by himself (as much as leaving a dinobot named mount behinds pains me), and we have a fantastic character, but together they simple waste points.
Another issue that pains me for mazzie is that he is not immue to miscasts. He can reroll results sure, but we all know that with something with the sheer number of outcomes as the miscast table, it can simple make things worse. This make keeping Mazzie in a unit to offset his vulnerability dangerous, as many bad options on there tend to have the "in base contact" added to the fatal part.
In all, I think it's tactically wiser to invest heavily in a normal slann over purchasing a special one.
Kroq-gar- there's nothing very special about this guy, and there really doesn't need to be. he's your special lord on nasty mount, there to kill that high elf prince on his nasty dragon, and duel it out with that other special lord onf nasty stuff in epic situations. If no such thing exsits to stop he, off he goes and hopes CR never gets the better of him. If think he is particuerly suited to this special nieche of character because of his special CE bonus and histhe fact he will always win the "my mount can beat up your mount" arguement. the fact he has a bound spell to make people suffer who don't play his game though.
He isn't perfect though, as he is costs far more than his old blood equivalent would, though in difference to slann lord he easily surpasses his cheaper option. This cost is what puts him into a specific type of lizard man army, the fast moving army his core cold one option suggests. If your looking for a general for the fast moving, offensive army, he is a great choice. if not, he simply isn't the guy for the job.
Tehenhauin- Honestly, I think we all long ago decided to stop expecting much from this character. Given his early version, I wouldn't blame anyone who got this idea. however, in this new version, Gw has actually made a special character skink who is a viable lord choice. He is honestly my faovrite special character in the new book (That's right, it was me who voted for him on the poll )
Now your all probably thinking I'm crazy right about now, and you have right to be. He is not a great character, he is overpriced for what he can do, and he's still just a skink. however, the option to take him with an engine of the gods changes this completely. EoG's are the most significant change toi the lizardman army in this edition in my opinion. If your a fan of the old way of doing lizardmen, sitting back and blasting them with magic and hope you've hurt them so much they can't win when they get there, go with a slann. If however you plan on actually moving forward in battle, you a better off with him.
First of all, the benefits of mounting him on the EOG far outweighs the losses he takes, he loses unbreakable, but a stubborn 8 with cold blooded aint that bad either. Loses serpants, but on average skink crew is better. You take no major loss to magic (offenisve and defensive), and also no major loss in combat (he's no old blood, but the ancient stegadon helps fill the gap). Most importantly, his combination of lore of the beast and the EoG compplmients means he has something to offer regardless of the spells he has rolled, as beasts is the perfect lore to back up the army he is intended for and EoG helps the army as well. Of course, his utility depends entirely on being an offensive, advancing army, so he really turns out to be the opposite side of the same coin to the defensive, ground holding army led by the slann. Cost the same point, do the same job, but differing in how they approach leading the army.