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[Bug Reports] Lizardmen

Supergeek

New member
Hi Guys, I hope this is the right place to list these. If not let me know.

I was just doing up a lizardmen list and noticed a couple of things.

In the print out, where it lists the details of all the weapons, Javelins are listed as 8" range. In the Big book, Javelins are listed as 12".

Also in the latest Lizardmen FAQ, Horned ones are no longer count as a magic Item but are now a cavalry mount. Would it be possible to get it added underneath the cold ones on the character section, so their stats show up the same as a horned one. Also I should now be able to select one of these for all my heroes(if I wanted)

Again, I hope I've done this correctly as I don't want to annoy the excellent people who maintain these files
cheers
Matt
 
Hi Guys, I hope this is the right place to list these. If not let me know.

I was just doing up a lizardmen list and noticed a couple of things.

In the print out, where it lists the details of all the weapons, Javelins are listed as 8" range. In the Big book, Javelins are listed as 12".

Also in the latest Lizardmen FAQ, Horned ones are no longer count as a magic Item but are now a cavalry mount. Would it be possible to get it added underneath the cold ones on the character section, so their stats show up the same as a horned one. Also I should now be able to select one of these for all my heroes(if I wanted)

Again, I hope I've done this correctly as I don't want to annoy the excellent people who maintain these files
cheers
Matt

thanks for your post, ill look into the issue this weekend.
 
Regarding that last part; the FAQ does not make Horned Ones a simple mount option. It says they don't count as a magic item for rules purposes, not that they aren't bought from the magic items list or that they no longer cost "magic item points" or similar.
 
Fair point Mr Rose. What I am trying to get at, is that multiple characters should be able to select a horned one, given that the aren't magic items for rules purposes and therefore aren't affected by the rule that forbids duplicate magic items.

I'd also like the stats for my horned one to appear in the same manner as a regular cold one. Of course I could be wrong on all counts :)
 
No, they are magic items. What it means by 'not counted as for rules purposes' is if you have an item that nullifies other magic items, the Horned One would not be affected by this. All other rules still apply.
 
As a follow-up to the Horned One bug already reported, it should grant the rider an armor save but does not. Added to a scar-vet it would grant a final save of 3+, oldblood ends with a 2+, and a skink would get a 5+.

I've also found that...
1) Slaan Mage Priests are unable to add magic weapons, but they should be able to (they are restricted from armor; not weapons).

2) You list Chameleon Skinks as being able to deploy within 12" of an enemy, but this is no longer the case.

3) Shields are shown to grant a 6+ ward save even when the character has a magic weapon (single or paired) or an extra hand weapon
 
Hi,

I've just spent 15 minutes updating the descriptions for the Lizardmen.dat to FAQ 1.4. Do you want a copy?
 
I noticed a slight issue with magic armor; the 8th edition book allows characters to take both a magic shield and some other (non shield) form of magic armor. Doing this in the current army builder file causes a "Too many magic items worn" error.

Also, this may have been mentioned before but the last reply here was several months back - the Horned One should add to the character's armor save in the same manner that the Cold One does.
Thanks for your hard work!
 
Slann

Gents,

Thanks for your work on this - I do believe that the restriction against wizards wielding magical weapons has been lifted in this ruleset though. Currently I cannot give my slann a magic weapon. And I believe this is something i desire and my enemies fear :)
 
Gents,

Thanks for your work on this - I do believe that the restriction against wizards wielding magical weapons has been lifted in this ruleset though. Currently I cannot give my slann a magic weapon. And I believe this is something i desire and my enemies fear :)

Fixed.
 
Hiya,

I have found a little problem with lizardmen temple guard, their save is listed as 3+ which is correct for LA, SS and Shield but in combat they use Halberds which requires 2 hands so they cannot use a shield so their saves should be 3+ for shooting and 4+ for combat :)
 
The Chameleon Skinks still generate a rule from 6th or 7th that lets them setup between 2" from an enemhy on the list, and they do not have this rule anymore, they just use the scout and aquatic rules.
 
Hiya,

I have found a little problem with lizardmen temple guard, their save is listed as 3+ which is correct for LA, SS and Shield but in combat they use Halberds which requires 2 hands so they cannot use a shield so their saves should be 3+ for shooting and 4+ for combat :)

AB can't really tell whether you are in combat or not, so this is more an inconvenience.
 
We received this report through our support email address, so I wanted to pass it along to you:

When I choose Warhammer Fantasy, Lizardmen army at any point range, I choose Stegadon and it shows Giant Bow attached to it. But when I choose Skink Chief and add a Stegadon to him, the Giant Bow is no longer listed in the Stegadon's abilities. I do believe the Giant Bow remains even though the Skink Chief is added. It's no problem for me to fix it myself, I just thought you guys should know for futur reference. Thanks a lot for this amazing software!
 
We received this report through our support email address, so I wanted to pass it along to you:

When I choose Warhammer Fantasy, Lizardmen army at any point range, I choose Stegadon and it shows Giant Bow attached to it. But when I choose Skink Chief and add a Stegadon to him, the Giant Bow is no longer listed in the Stegadon's abilities. I do believe the Giant Bow remains even though the Skink Chief is added. It's no problem for me to fix it myself, I just thought you guys should know for futur reference. Thanks a lot for this amazing software!

Thanks for the message

Fixed for 2.52
 
Stegadon Mount bug

Hi,

Thanks for the hard work on these data files - I use them frequently and appreciate them!

For the Lizardman army - if I take a Skink Chief or a Skink Priest and give them a Stegadon mount, it is counting the points correctly against the hero points pool. However, it is also using up a rare slot.

A hero riding a Stegadon mount shouldn't count as a rare choice.

Thanks again!
 
Hi,

Thanks for the hard work on these data files - I use them frequently and appreciate them!

For the Lizardman army - if I take a Skink Chief or a Skink Priest and give them a Stegadon mount, it is counting the points correctly against the hero points pool. However, it is also using up a rare slot.

A hero riding a Stegadon mount shouldn't count as a rare choice.

Thanks again!

Fixed for 2.55
 
Staff of the Lost Sun

Hi

When I choose staff of the last sun as a magical weapon on my skink chief and then give him a spear I get an error (Magical weapon + normal) but the staff counts as a short bow so I should be able to take a mundane CC weapon.

Thanks
 
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