Wednesday, September 1, 2010

Lizardmen in 8th Edition: Magic Weapons

Taking a quick break from the magic lores to spice things up a little bit.

Blade of Realities:
This is a fun item with all sorts of uses. Put it on an oldblood and watch your opponent sweat. It is actually less good in 8th edition now that a BSB can let you reroll all failed leadership tests.

Blade of Revered Tzunki:
You can only give this to an Oldblood for 6 strength but for 5 points less you can give him the Giant Blade that has the same end result.

Giant Blade:
This is probably a little over kill on a guy who is already strength 5. Strength 8 is nice if you know you're going to be facing monsters. I'm not sure you need that much strength in general though.

Sword of Bloodshed:
Excellent weapon. Scimitar of the Sun Resplendent was a 7th edition favorite of mine and for just 10 more points you can give your Oldblood an extra attack. Pair this with maiming shield and enjoy a whopping 9 attacks. Add the Potion of Foolhardiness and enjoy a breathtaking 10 S6 attacks on the charge.

Obsidian Blade:
Not really worth it. I'm not a fan of negating armour saves unless it comes from strength.

Scimitar of the Sun Resplendent:
A 7th edition staple made obsolete by the Sword of Strife.

Stegadon War-spear:
Fun item. I don't know that it's good but you can guarantee that stegadon is going to mess up whatever it charges.

Ogre Blade:
You probably don't need much more strength than this so I recommend it over the Giant Blade. It is too pricey for skink chief or scar veteran and there are better options for an oldblood.

Sword Of Strife:
Scimitar of the Sun Resplendent but cheaper. Nice item when you want to get some defense on your oldblood or want a killy scar veteran.

Fencer's Blades:
This is more of a defensive item than an offensive item and there are better defensive items out there. I don't really like it much. Though I do find the idea of pairing this up with Glittering Scales and Aura of Quetzl to make a virtually unhittable character very humorous.

Staff of the Lost Sun:
I could see it being useful on a Skink Chief in a unit of Terradon riders but it would make the unit a little too expensive for how fragile it is. Very situational and opponent dependent. Putting him in a unit of skirmishers would be throwing him away.

Piranha Blade:
It has some uses but I personally wouldn't take it. There are more versatile options out there and you have better ways of dealing with nasty monsters.

Sword of Anti-Heroes:
I don't really see a situation where this buys you much. At best you're going to get +1 strength, +1 attack out of it but only when fighting characters. It gets you nothing against monsters or elite units.

Spellthieving Sword:
I would never take it. If you're hitting a spellcaster, you're probably killing him. There are of course exceptions worth considering (daemons, warriors, vampire counts, etc.).

Sword of Swift Slaying:
If you want to attack first, take the Lore of Light on a slann. It'll go much further. There are much better items.

Dagger of Sotek:
I don't see many reasons to take a Skink Chief let alone equip him with this.

Sword of the Hornet:
Exact same as the Sword of Swift Slaying above.

Sword of Battle:
Very basic. Good for a cheap magic weapon.

Berserker Sword:
Makes a unit immune to psychology. You're lizardmen so you aren't really worried about psychology though.

Sword of Might:
Very basic. Good for a cheap magic weapon.

Burning Blade of Chotec:
I like this. Gives a cheap hero a way to deal with regen and armour. Toss on something like a cheap scar veteran and stick him in an infantry unit. Gives bonuses for assaulting buildings and dealing with cavalry/war beasts for an extra perk.

Gold Sigil Sword:
Much like the Sword of Swift Slaying, there are better ways to strike first if you want to.

Sword of Striking:
Let's you hit on 2s instead of 3s. Nothing really special though synergy with lore of light for I10 and ASF is fun to think about.

Biting Blade:
Ewwww.

Relic Sword:
You're already doing this unless you're beating on a steam tank or you're a skink chief. Not much point.

Shrieking Blade:
Fear isn't that fantastic any more and there are other ways to get it. Take a real weapon.

Tormentor Sword:
If you're beating on a guy, he's already in combat and this isn't going to do much unless he kills you.

Warrior Bane:
What I said for Tormentor Sword.

There's a lot of cool items to pick from and I'd love to try some of them out. You can make some truly terrifying Oldbloods with these. Unfortunately, I love my slann and rarely get to try some of the awesome weapons as a result. My biggest Fantasy regret might be not getting a chance to try out Blade of Realities under 7th edition! Though I can't wait to field a Sword of Bloodshed Oldblood some time.

4 comments:

  1. 'Unfortunately, I love my slann and rarely get to try some of the awesome weapons as a result'

    All the more reason to try it. Playing out of your comfort zone is one of the keys to being a better player!

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  2. One thing to note on the warspear-it is a lance, so you are now charging with 3 S6 attacks at I6 on top of the 2d6+1 before blows for the impact, which is a lot of attacks before most infantry, barring elves, hits.

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  3. Good point Nuclear. To make it even scarier, imagine giving that skink chief The Savage Beast of Horros from the Lore of Beasts for +3S and +3A. Now THAT is truly terrifying!

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  4. Thanks for posting these... as a brand new WFB and Lizardmen player these guides are REALLY helpful..

    ReplyDelete