So I just saw the lifestream, and was overjoyed that the Mammoths from Norsca now absolutely demolish the Deckhand Guard (the vampire elites with halberds). This means that the unit finally has his own role, and is no longer mediocre!
However, this brings me to another problem: The Lizardmen Roster.
I loved playing them, but they always felt like they were missing something. They don't have elite Infantry (even though they have Kroxigor), and have to focus on monsters. It would be nice if they could get something Lore specific, and which gives them their own role.
Like having Saurus Warriors with two handed weapons (armor piercing), or give the saurus a mechanic that makes them stronger the longer they are in battle (like the rage mechanic) with the downside being that they rampage so you have no more control over them (thus making the new anti-rempage Coldblooded more useful).
What do you think? Are they a bit lackbuster now, or does CA intend to give more different units later on? (Don't get me wrong, Saurus are great against low tier infantry. Just not against mid to high tier ones).
2 ·
Comments
- Report
1 · Disagree AgreeAs for the Lizzies, like the Ratties they're a bit naff at the moment, and will likely stay that way until the Lord Pack in 2019 gives them some of their missing stuff.
- Report
1 · Disagree AgreeArmy painter plox
- Report
0 · Disagree Agree- Report
1 · Disagree Agree- Report
0 · Disagree Agree- Report
0 · Disagree AgreeI think having blessed saurus warriors in MP would work as their ap values are far better. Increase the price and let them be taken in mp. It gives the LM kind of a mid-tier infantry unit, even though saurus themselves are pretty much mid-tier, but temple guard are kind of just under top tier troops for lizardmen but are limited to an anti-large role.
Having anti-infantry temple guard would work too, but they would need new weapons.
- Report
0 · Disagree AgreeI also find their Calvary is in the same situation. Not bad by any means, but not amazing like demigryphs or grail knights. They are comparable to CoK, which is ironic since in table top, cold one knights were considered to be one of the best (in tww2 they are average id say).
Then again, All of this doesn’t matter anyway if u play Maz, since he Murders half the enemy line before they even get to you.
And if you play as kroq, he gives such a boost in armour to Dino’s that they are nigh-unkillable in campaign.
So I do agree OP that lizardmen seem to struggle a bit with variety in units, but they still seem to hold their own fairly well.
- Report
0 · Disagree Agree- Report
0 · Disagree Agree-New Rules: https://forums.totalwar.com/discussion/287645/new-forum-rules#latest
-Rules FAQ: https://forums.totalwar.com/discussion/287650/total-war-forum-faq#latest
-Using all caps is the equivalent of shouting. Please don't.
-5.7 Summon a moderator if someone seems to be out of line, or use the report button. Do NOT become another party to misbehaviour
- Report
0 · Disagree Agree- Report
0 · Disagree AgreeHow about something like this trait for Saurus Warriors and Temple Guard?:
Disciplined Focus: This unit is able to fight in a disciplined formation, further strengthened by their resolve over the course of battle. This trait has 3 stages, but the unit does not receive the boons nor charges them further up once it is rampaging. Stage 1: The unit receives a +6 to Melee Defense, Stage 2: the unit gains a bonus against infantry of 8, Stage 3: The unit receives faster attacks. Each stage occurs after 45 seconds in combat. Once Rampage is removed the unit may again receive this boon and also continue to build up its stages. Rampaging will not reset it, but leaving combat will
- Report
0 · Disagree AgreeTemple Guard, at rank 6, basically become unbreakable and will grind almost anything down.
- Report
1 · Disagree AgreeEither there needs to be a better variety of saurus infantry or there needs to be a better variety of special units and monsters which do NOT rampage.
- Report
0 · Disagree AgreeThis was mostly a nerf to heroes and big dinos, so I don't think one can safely argue that big dinos are "their thing". Their things are, in no particular order: heavy infantry, big dinos, and magic. If they're going to nerf one of those things (in this case, dinos) it would make sense to buff one of the others (such as heavy infantry).
- Report
1 · Disagree Agree- Report
0 · Disagree AgreeMany people think this is amazing. So they kept the worst mechanic in the game where you lose control of your units, but now lords can temporarily gain you control of your own unit back, a single one of your own units. So now there is an ability to return control of one unit, the thing which every other faction has permanently on all their units all of the time.
- Report
1 · Disagree Agree- Report
0 · Disagree AgreeTBH, it can give you a chance to pull a unit out so it doesn’t suicide itself and recover stamina, which helps. But I don’t know if it’s better or worse than before.
- Report
0 · Disagree AgreeEspecially since Cold Blooded is one of the Lizardmen's most effective healing. Let's be real here, revivification crystals and apotheosis don't restore hardly any HP at all, especially in comparison to other healing spells/abilities/items available to other factions. Cold-Blooded was one of the stronger/more reliable sources of healing for the roster.
I don't know, without seeing the patch notes, I think it's a little too early to be too upset....for the moment, yeah I'm pretty disappointed by this change. Like great, I can use Horned Ones now....but it's going to be harder to justify bringing big dinos, particularly carnosaurs, which were a lot of fun to use.
^^This is all MP focused feedback.
SP, I don't think it will make a strong difference one way or the other.
- Report
0 · Disagree AgreeWait, will it work on Manticores?
- Report
0 · Disagree AgreeSo if you bring 3 or 4 units of cavalry, you get to choose which 1 of those 4 you want to control while they other 3 rampage.
- Report
0 · Disagree AgreeI'll reserve judgment until I see the patch notes, but the ONLY way this isn't a huge nerf to an already sub-optimal faction is if there's an across-the-board stat buff for, like... everything.
- Report
2 · Disagree AgreeThey hit like a tank, and they tank like a tank. if they actually had an elite infantry unit that walked all over everyone else, it would be impossible to fight them with half the bleeding factions. That their armored, AP anti large unit, can't cope with their hard counter, is so not a problem.
- Report
0 · Disagree AgreeStill, if infantry aren't going to the be the defining trait of the faction....then the dinos have to pull extra weight....which looks less likely now with this healing nerf
It's just a lot of things that got a lot harder to do all for the sake of now being able cycle charge with slightly above average Lizardmen cav. I mean, getting some extra cav utility is nice...but I don't think the trade off is worth it. Nor does the trade off 'feel' right. Lizardmen aren't supposed to be the cav faction. They're supposed to be the dino faction! Even if the buff/nerf was a perfect 1 to 1 trade-off....which it isn't....for faction flavor I'm going to prefer that the dinos work over the cav working 9 times out of 10. If I really am feeling cavalry today, i'll go play Bretonnia.
I don't know...I mean sure...they could buff up Lizardmen infantry to compensate....but tbh, I think I just want my healing back.
- Report
0 · Disagree Agree- Report
1 · Disagree AgreeIt could just be the way I prefer to play battles; I intensely dislike unit match-ups and don't think unit roles should be based on what unit types they are good against, but what role they have as part of their own army.
- Report
0 · Disagree AgreeOne of the biggest problems is that, after Saurus Warriors, the Lizardmen don't have a good anti-infantry infantry unit. Sure Temple Guard can work, but they don't trade effectively with ANY unit with AP, so you have to rely on large dinos for the killing power. And this is especially noticeable against factions like dwarfs where Saurus struggle and there are a lot of ranged units to kill the damaging-dealing dinos. You HAVE to rely almost entirely on monsters to carry the battle. Sure, is SP I was fielding Saurus doomstacks by the end of the campaign (because the tech buffs are SO good), but that was mostly because I was tired of always having to rely on monsters, and without those buffs or in MP Saurus just aren't up to killing anything like Chaos Warriors very easily.
- Report
0 · Disagree Agree- Report
0 · Disagree Agree