Saurian Warriors and Secretive Defenders

By Westonard, in Warhammer: Diskwars

As seen http://www.fantasyflightgames.com/edge_news.asp?eidn=4848 The izardmen and Wood Elves previews have been released.

It looks like the Lizardmen might be really interesting, just from the couple of disks they have revealed they are extremely mobile, since both disks have that trait, and shoot at Medium range. Honestly at this point I am looking forward to the Lizardmen coming out as their own expansion if this theme keeps up.

The Wood Elves look like playing with them as your focused army will make Terrain have even more of an impact than it already does in game, and with the Dryad hero giving all wood elves a free flip will have a decent impact on the game in one form or another, and the Wardancers will be great for assassinations or for the first wound on Heroes.

I'm easily the most excited about the Lizardmen. Chakax just looks brutal - even scary to the ork heroes, and the salamanders are amazing! I really want a full army of lizardmen.

I didn't really care that dwarfs were the main feature of the expansion with Wood Elves and Lizardmen being the side show. But after that update I really want to see more of them and wish I was able to play a two regiment game of Lizardmen. Reading about them I like their balanced melee/range game.

Is poison just damage that doesn't get removed at the end of the turn? the effects of it would have to be pretty strong to justify 8 points on the skink skirmishers

I didn't really care that dwarfs were the main feature of the expansion with Wood Elves and Lizardmen being the side show. But after that update I really want to see more of them and wish I was able to play a two regiment game of Lizardmen. Reading about them I like their balanced melee/range game.

Is poison just damage that doesn't get removed at the end of the turn? the effects of it would have to be pretty strong to justify 8 points on the skink skirmishers

I was wondering about this points cost as well. I'm assuming that poison is only in effect for one round, and not persistant throughout the game, but the wording we have been given so far isn't clear:

"Units with Poison assign poison tokens to their foes whenever they deal damage in melee or with their ranged attacks. These poison tokens then cause the target’s wounds to fester, preventing it from clearing its damage tokens in the end phase, as well as limiting the effect of any healing or restorative magic."

I am assuming that poison tokens are removed at the end of each round (so far all tokens are removed other than wounds, so this would be consistent with current rules), but it could be that the poison token never leaves the disk once it is dealt. It is also possible that the poison can stack, and only one token is removed per round. That would make poison a bit better. It also seems to limit other interactions with the disk--not that there are many healing effects at this point, but this could be important later.

At any rate, until we know more, the skinks sime a bit overpriced to me--lousy combat stats, lousy fire support, and not much to offer other than their keywords. Mobile is very nice, and maybe poison will be great. Only time will tell. I am inclined to think that the cost must indicate that the keyword is very powerful, but maybe they will just be another case of pistoliers; tough to use and expensive, but fun anyway!

My guess would be that either units with Poison can't heal, which just seems a bit over powered since you could load up on Skinks/other units with poison and just pepper to whittle away at the enemy.

In my opinion the more balanced option is that Poison is removed at the end of the turn in place of wounds. So if you were hit for 2 damage and poisoned by skinks one round, the poison is removed, 2 damage remains. Next round, the skinks wiff their attack, the 2 damage is removed as normal at the end of the round. It gives you an extra turn, and if you keep popping poison it keeps getting removed at the end of the turn in place of damage, unless it would inflict a wound on a unit with stamina. Then the poison counter would remain, but damage replaced with the wound counter. And in the case of the elf hero, she removes poison counters in place of wound counters.

Yes, I think that's why they are awfully pricey, especially with mobile and medium range. I have a feeling keeping these guys behind the salamanders could be happy fun times...well, for me, not for my opponent. :-P They seem like they could even make Azhag uncomfortable if you keep them out of his charge range.

Does anyone else really, really want to see what a Slann can do???