Welcome to Librarium Online!
I have been playing WH40K for a while, and have become interested in WHFB. I don't have a rulebook, a codex, or any of that. Just what I learned online, through GW and sites like this.
I can understand some of the basics. I know WS, BS, S, T ect. That much is pretty easy to convert from 40K. But special rules, the reliance on magic and the Force Organization Chart (Do you have one?) confuze me. In 40K, you don't rely on your HQ (or Lord/Hero in WHFBs case) much, and you can only have two. While here it seems totaly different. You seem to pour so many more points into a scorcerer here (300 point Slaan) than anywhere else. They only army that would have even close to as much magic are Thousand Sons, and that's because they have to have one in every squad.
So, I am looking for
A. Advice on what to buy first. I know, the Rule Book, the Codex, and the battalion, but I mean more spesificaly. Should I go for a Scar-vet first or some mages (of any kind). Should I have more Skinks or Sauruses or what.
B. Advice on what some of this stuff means. Keep in mind that I have no codex or anything, so some explanation for special rules when detailing tactics are nessesary.
C. Sample lists. I saw some on GW, but I don't really trust them much as far as those go. I would prefer to have a diverse force, and would like to see the Razordons and Terradons in larger lists (+3000 points). This dosen't mean that I want a focus on those units, I just want you to consider them when making a sample list.
Any other tips that you can think of would be nice, and this is my first post!
I haven't been playing fantasy as long as most people here. I started an army just before christmas and have probably played around 9-10 battles. I have found the transfer from 40k to fantasy a relatively easy transition. Fantasy has differences alright but it is easy to pick up, no armor save value on the unit instead it is worked out by what the unit has, light armor giving you a 6+ and modified by things like shields, scaly skin, mounts and helms (usually helms are only equipped from wargear.) Strength also modifies this save by reducing it by 1 for every strength point over 3. You also have your invulnerable saves or 'ward saves'.
Shooting is also similar but rather than coversaves you have modifiers to hit depending on a number of things (range, cover, whether you moved, whether they are skirmishers or independant (not rank and file)
There is some force organization, of course I cannot give the actual rules over the internet as that is not allowed. generally you are limited to a couple of heroes and no lord in matches under 2000 so for example the slann at 300+ points is considered a lord and therefore cannot be taken in matches of less than 2000.
Magic has its own phase as well rather than in 40k where it is the shooting phase, in between the moving and shooting phase. The rules considering it are not too hard to learn. You get a pool of dice to use depending on the magical strength of your army and spells require a roll of #+. and a wizard can use as many dice as they are permitted to attempt and get higher than that #. Slann are considered to be the masters of magic in the fantasy universe so their points cost is quite high. Other armies and models in the lizardmen can use magic at a much lower point cost, (the skink priest for example).
As for what you should buy first. I haven't been playing lizardmen for very long so I dont feel comfortable advising an army list but if you plan on playing lizardmen you should consider getting the scar veteran. He will help you get a feel for the melee combat of this game, he hits hard, he has a good armor save and he has some good wargear he can bring, for less than 150 points. On top of that he does not have many special rules so using him will give you a better idea of the base rules rather than specific codex ones. Whether you want him mounted or not is your choice (You get 8 Cold ones Riders in a battalion and 20 saurus warriors.)
What you should buy considers fully on where you want to take your army, down the magic path? using the skinks jungle poison effectively (poison works like rending) or whether you wish to go melee heavy.
Question: Do cold one riders get a 2+ save. their 5+ scaly and a shield, plus thick skinned mount?
Last but not least, find someone who has played the game before and play a match with them. It is the easiest way to grasp the rules.
Hope that helps.
(If anyone reads this and considers that I have passed on more information than allowed please let me know where and I will modify it. Or an admin will )
Last edited by decoinferno; February 16th, 2009 at 09:24.
Regarding Cold One Riders, yes they do get a 2+ save.
I totally recommend getting the Stegadon set (better later on than sooner), especially since you also get two free Skink heroes if you don't use one or both in assembling one of the beast's three variants. And you can use the remaining parts (mainly the skink arms holding the howda icons) for your other units.
Thanks for clearing that up Nakai
As for the Stegadon, I would not get it as one of your first units as there wont be many matches you would take it in at low points. But the model is awesome and as Nakai stated, you do get 2 skink priests to go on top which can be used separately, rather than buying them individually.
And having spare bits and bobs for customising units is always fun.
army book, battle for skull pass rule book and battalion (old or new) and a stegadon. This is all I would get at first. I'd then either get a bunch of 40mm squarebases or plasticard and proxy the other models. You may not like the way the salamanders or razordons play. You could also use them to proxy terradons and kroxigors. I think you'll almost always use 1 stegadon in most lists, as well as saurus and skinks. I think cold ones are give or take. You can use your temple guard to bulk up your saurus or vice versa. If you get the new batalion, you may want to pickup a box of skinks and saurus as well to run multiple units. Really, you want to get some gameplay with them before investing in all the special and rare units. Core you're going to use regardless.
So, a Scar-vet, a level 2 skink priest on a steg, the batallion, and then maybe a Slaan and some special guys, like terradons, skink camilions, sallimanders and razordons. Oh, and perhaps a carnasor riding old blood? Also, is having a diverse (lots of special units) a workable army? Like, if I tried to have one of everything style list would it work it most cases? Or would it be two weak? I like the Specials, and I was wondering if there was a limit on how many you could get. Is there any requirments/limits on what units you can take?
I would hold off on the slann until you get more experience in fantasy. Stick with the combat oldbloods and scar-vets, with skink priests. Don't buy the chamelion skinks, as even those of us who have them rarely use them if ever. When you do buy a slann, you will need more temple guard as 10 from the battalion box isn't enough.
I would start of with the battalion box, some more saurus and skinks, a stegadon box, which will get you a priest and chief. I would also get 4 kroxigors, and the oldblood/scar-vet/carnosaur/cold one.
The one of everything army really doesn't work all that well. You need to determine which way you are going which will show you what you want. Most lists only use 2 or 3 of the special slots as our characters eat up a lot of points.
Actually the best advice is to check out the lists in the army list section, pick 1 or 2 you like and buy an army based on that. Then you can start building from there.
Welcome to the light,
I am right 94% of the time, why worry about the other 3%.
Alright, I'll lay of the Slaan for a while. But when I do get Slaan, about how many should I get? I like the models and stats, so I was going to try and have a few.
As for the Old-Blood/Scar-Vet mounts, how good is a Carnosaur? Since there is no carnosaur mounted guys to attach to, I'm a bit iffy on their point effetivness. Also, how good are Cold Ones, as I would have at least 2 units if I had a mounted leader.
Why are the Chamelion Skinks bad? Are they just too expensive for no more kick then regular skinks, and only more survivable to ranged fire? Is that it?
Are skinks in general that great? I only thought of having 2 units to round out some Sauruses. WS 2 and a pathetical low T don't intice me much.
Are Razordons useable at my skill level? I have 40K experiance, so I'm not a total idiot when it comes to tactics. I really like the idea, I just don't know what they do (sorta).
Thanks for the advice, it's really appreciated.
Razordons are ok for a special choice, currently the debate is between choosing salamanders with their flammable attacks that lower the armor of the enemy and with Razordons who are capable of getting a high amount of hits but with lower strength. They also run a risk of missing, in which case it is similar to rolling a 1 with the gets hot rule in 40k, allocated to a skink. They also don't suffer all of the 'to hit' penalties.
Slaan, being lords would mean you won't see a lot of them on the field.
Skinks do not have to take the charge, they can choose flee as a charge reaction, fleeing through bigger units behind them and forcing the charging unit to instead charge them. Poison being really handy for taking down high toughness foes. You could also give them javelins, meaning 1 less shot but no penalty for moving.