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Old February 4th, 2010, 05:29 AM
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Having also toyed with saurus thugs, I don't think they're that hot. The mounted ones with recuperation, who are indeed powerfull, are cap only and compete with the cap only meta powerfull mage, so you probably won't field many of them, just the ones you bought during the first turns. Regarding the recruitable everywhere, the stats aren't anything extraordinary, they have no magic, so they're just ok as thugs. Tons of nations have thugs that just dwarven saurus commanders. eck, I even prefer ulm black knights, they just need a blade and shield to start being usefull.

Plus, you shall not forget those guys are cold blooded, and are to be used with great care, fatigue being a great thug killer.
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Old February 5th, 2010, 02:22 AM
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

You're right on the basic saurus commanders -- by no means special. I mostly had in mind the summonable commanders in regard to that, and kind of lumped in the basic 20-gold recruitable cmdr with 'em without thinking.

But, for sure, I hadn't really taken cold-blooded into consideration.

As for the 4th Gen Slanns, I know, at least playing on the Glory map into year 5, I haven't found it worthwhile to get one except maybe once every two or three turns -- they're just too expensive to get one every turn -- so I get the oldbloods on other turns, and they do feel quite powerful (again, to the point that I feel a twinge of guilt throwing a cheap ol' fire plate on them and seeing the prot go to 24). But as for the 4th Gen Slanns, is it really practical that one will get one of those 850-gold monsters every turn?

I'll pipe up later when I've played it deeper if I have more putatively-worthwhile feedback on it.

Last edited by Globu; February 5th, 2010 at 02:28 AM.. Reason: Missed something
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