Re: Warhammer Nation: Lizardmen - v0.3 update
It seems strange blowpipes in the PD start in front of their shielded brethen. They get killed fast, then the shielded ones rout, very sad to watch.
Glamour is really good on chameleon, they tend to survive longer in melee than the red skinks, seems a bit odd. Wouldn't it be better to give them airshield to represent the fact they are hard to spot from a distance ?
The various spawnings spells are really good to rapidly raise armies of sacred buddies,pumping 40 of them per turn can be quite devastating. And some of those fellas are really good (air,earth,astral). So they complement well an army of temple guards.
I wonder how much this faction would beneficiate from a multiple minor bless (F,W,S,N,E). As your armies are hard to replace, and CBM boosts most minor spells, I think Astral 4 or 6 is mandatory.
It's true that temple guards are great, as well as the cap only thug on lizard, but coldblooded is a huge drawback if you don't manage to have second sun up fast. I don't think they are really superior to Mictlan because of this flaw, which is easy to exploit in MP. (can't remember the name of the spell which lowers temperature)
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Last edited by Humakty; January 15th, 2009 at 05:53 AM..
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