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Old December 14th, 2009, 04:05 PM

kianduatha kianduatha is offline
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Default Re: Warhammer Nation: Lizardmen - v0.6 UPDATE

Crossposting from the Sign of the Hammer thread since I didn't want to clutter it up:
Quote:
Originally Posted by Sombre View Post
I think the temple guard and sacred spawnings have indeed taken over too much for Lizardmen, so I'll be scaling (haw haw) them back. I am still reluctant to make them cap only, but it does seem like it would be very effective in changing the way itza plays. I may even make the 5th gen Slann cap only as well - I don't think this would actually make a massive difference (since they're so expensive) and would work fine thematically with temple guard being cap only.
That sounds like a great set of changes. Combine scarcer Temple Guards with maybe 1/2 as many units per summon of the sacred spawnings(but with ceremonial plates?) and they become your specialty units--nice for specific missions, but never numerous enough to be your main army.

Might I suggest that if you're making 5th gen Slann cap only, you might not really need Tel Cities as forts. Alternately, Oldbloods might become recruit-anywhere(I confess that I really want to use these guys, but definitely can't justify getting one at the cost of not getting a Slann). I don't think that would do horrible things, if just because you have noone who can forge Vine Shields or Shields of Gleaming Gold outside of cap-only Slanns.
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