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Here is my opinion on how 8th has affected our characters and choices.
Slann: The extra die to cast spells from a discipline is a huge boost. Slann will be one the most feared mages again.
Oldblood: The addition of all the new magic items will make him a varied threat.
Skink Priest: The improvement to the heavens lore will help. A few magic items (especially the reroll of armour saves) help as well. Engine of the gods still has its uses.
Skink Chief: Still about the same.
Scar-Vet: See oldblood.
Saurus: The hand weapon warriors are actually useful again. With the minimum core percentage, these guys will be in almost every list. Spears units need to get a little bigger than the current norm.
Skinks: Rapid to fire helps out here. Horde rule could be useful, though they are still toughness 2 with no real save.
Skink Skirmishers: The new skirmish rules hurt these guys. Though being able to march and shoot does compensate slightly.
Jungle Swarms: Still craptastic.
Temple Guard: Still a great bunker for a slann. There might actually be a few magic items that the champ can take that are worthwhile.
Chameleons: See skirmishers. Still not a great choice.
Terradons Riders: Now fast cav, so a free 12" move to start the game. Not as good at warmachine hunting, as only 2 can get into combat now. Can't charge and drop rocks at the same time. But they are now -1 to hit being skirmishers.
Saurus Cavalry: Still the best armour save for our troops. Not being able to flee anymore is a nerf. Not being able to break ranks unless a unit of 10 is another nerf. Still will have uses, but not as versatile or helpful as before.
Stegadon (ancient): Still a big beast, but true line of sight, and the probable proliferation of warmachines might make this critter a liability.
Salamanders: The removal of partial hits helps these creatures a bunch. The -1 to hit because of skirmishing will help also.
Razordons: Not being able to march and shoot like other skirmishers is an oversight I hope. Being able to flee a charge that they can't shoot at is helpful as well. And the -1 to being shot at is useful.
Overall, I don't think we got hurt badly, and a lot of our stuff got a boost. Hope it actually turns out to be the case on the tabletop.
What is your opinion? Do you disagree with anything I have said?
I am right 94% of the time, why worry about the other 3%.
I completly agree with you the old blood/ scar vet are going to be very nasty and now not needing to much magic defence you can really make a very competive list that is combat orientated.
i do think that steg's are not going to be to viable now against armies with cannons and other nasty war machines as there is no guessing so they will be hit and killed before they do there damage but that said against an army with out war machines they are going to be very very nasty with they thunderstomp attacks at the end and with a skink chief with the steg warspear thats going to be really nasty 2D6+1 impact hits plus 3 str 6 attacks and D6 str 6 thunderstomps attacks ouch! lol
I would like to add in some other things if I may.
The spell selection for Slann is going to be a little weird, according to the rulebook, page 490: "When you chose your army, you should have selected which Lore of Magic each of your Wizards is going to use (if you haven't, shame on you. Go back, choose now and remember to do it properly for your next game)." This means no more seeing exactly what your opponent is playing or their army composition before choosing your lore.
Another thing is that I'm thinking blowpipes might not be as worth it as they were anymore, or at least javelins and shield might be more viable then they were before. In the new rules (pg. 90), javelins have the same range and the same strength as our blowpipes, except the javelins have the quick to fire rule. This means that with skink skirmishers, you can march and then fire your Javelins without a -1 to BS for moving. Meanwhile, with the blowpipes you're still going to get -1 for moving and another -1 if you want to fire 2x shots. I'm not saying that blowpipes aren't necessarily out now, but that javelins are a nice contender.
I think the engine is more important now then it used to be. As for the other 2 stegs something to draw war machine fire from troop blocks before your scouts or terradons can take them out is invaluable they may also save pot shots from being taken at your slann.
People are severely underestimating the cold one cavalry true you now need 10-12 now to be viable but they will still wreck lesser troops.
the biggest downfall i can see for lizardmen is the % used for army choice especially only having 25% for specials. In a 2000pt army i can no longer take my usual 16 temple gaurd f/c , 3 terradons and 5 cold one cavalry f/c (it cost 606pts and your only allowed 500 ). Most of our specials cost alot of points thus limiting their numbers.
I agree with sirkently on the whoel with his analysis.
After several games with the new edition some things have become apparent:
Saurus are now generally better value without spears. The rate at which models die in this edition means you need very large units to be able to take advantage of the spears properly. Hand wepon and shield last longer and usually end up putting out a similar mount of attacks. they're also cheaper.
Salamanders have become a unit from the daemons of chaos book. They are just brutal now with the new template rules. Alo the new rules for monstrous and handlers mean that the skinks are now toughness 4 against shooting. WE're also -1 to hit from enemy shooting as unit strength is no longer in play.
Chameleon skinks have actually recived a boost in the new scouts set up rules. Coupld this with some of the new scenarios and you can get these guys in your enemy's deployment zone taking out warmachines in your first turn. Skirmishers have taken a hit, but these skinks are now more worth in in my opinion.
I still think our initiative is a massive problem this edition.The amount of offensive magic that can come out that means we take initiative tests is brutal.
Our own magic is now certainly up there with the best though.
Overall I think any lizardmen army with slamanders is now more competative as they make up for he damage the restof the army has taken, any without, should have a long look at itself and then buy salamanders.
thxs didnt realise it was 50% for specials
I am finding a mostly CC army is very powerful in the right situations. I run a Old blood w/ carnosaur and blade of realities, a scarvet with BSB and armour of destiny, and two level 2 skink priests at 2500, and it works about 40% of the time. Slann is alittle more viable from what i've seen, but at 3200 (what i am being told by my local GW is going to be the touny points) it is possible to run both a slann and a carno. this could be a really nasty combo, but the carno is a giant heat magnet for cannons and what not. but with both a slann and a carno it would be hard to tell what one to go after.
I think you will see the cannonballs flying towards the oldblood/carno as they will both be hit. It is no longer randomized.
As for the blade of realities, I didn't have it click in till someone else mentioned it, but now with the proliferation of BSB's in lists, that will mean most things will have 2 chances to save each hit. That makes it a little less useful.
I am right 94% of the time, why worry about the other 3%.
while yes your right about the cannonballs, (lost my carno on first turn to 2 empire cannons).
and not quite sure what you mean by the proliferation of BsB's?