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Re: Mounts

PostPosted: Mon Jun 29, 2009 1:54 pm
by Larro
I think Andrew's idea is interesting at least, but either way his cost needs to go down. He is horrific compared to any of the other already-horrific 200 pt. mounts, like the Griffon, Wyvern and Hippogriff. The only thing that makes the Hippogriff viable is the stupid 4+ Ward Shield that he can get, and even then it's not exactly a world-beater. These other 200-pt. mounts are lousy, and the Lammassu is lousier still.

- Larry

Re: Mounts

PostPosted: Mon Jun 29, 2009 2:02 pm
by mattbird
What's the cheapest 4-wound flying mount in the game?

Re: Mounts

PostPosted: Mon Jun 29, 2009 2:05 pm
by elrodogg
I believe it's the abyssal terror from VC at 135pts.

Stats are: m6, ws4, s5, t5, w4, i2, a3, ld4. undead, fly, terror, large target. Not far off from the lammassu.

Re: Mounts

PostPosted: Mon Jun 29, 2009 2:31 pm
by Hashuts Scion
To paraphrase the White Dwarf presents 'Warhammer Chaos Dwarfs', it says the CDs believe the Lammasu to be a rare mutation of the Great Taurus, of whom they believe were also former Chaos Dwarfs mutated by the warping power of Chaos. Of significant note is both "mounts" had ldr 8 and could be fielded as mounts or as 'monsters'. In the current version of WH, monsters have gone by the wayside and we are left with only mounts.

That being said, the Lammasu, according to the fluff, the ancestry of the Lammasu is evident in the tusked head, beard, and its considerable intelligence. It would breathe, not air, but the stuff of magic itself.

So, the fluff is there for it to be more than a simple mount. I would think it should enhance the HP, so the choice to take one needs to be weighed. Right now, it doesn't give the HP any bonus to saves, ward saves, armor saves, bonus to casting, The only advantage is the 20", but as I stated earlier, it becomes a arrow magnet.

Another thought as to what it could be is it absords the overload in magic when a 1 is rolled, so no loss to I.
Not sure if that would make me take it, but it would make me think.

Re: Mounts

PostPosted: Mon Jun 29, 2009 8:09 pm
by DarkbloodSkullpulper
Well, the lammasu has already gotten a bump in v3 from what were some truly atrocious RH stats. Since it's a highly magical creature, and a mount for the HP, the best tweak might be to enhance the HP. Because honestly, it's just not very good right now and does need some reason to take it.

Ideas:
1) +1 (or +2) to HP bound casting. Could be automatic or another bound effect, as the current Hail Hatshut spell.
2) +1 to dispel.
3) Reroll if HP fails his spell attempt
4) Failed spell attempt can take Lammasu's, rather than HP's, initiative
5) Failed spell still fails, but costs no initiative

Of course there are other possibilities, but these seem like they could all be very easy to implement.

Re: Mounts

PostPosted: Mon Jun 29, 2009 9:31 pm
by mattbird
...hmmmm


....Lord choice special character Lammassu.....


:o

Re: Mounts

PostPosted: Mon Jun 29, 2009 9:49 pm
by Hashuts Scion
DarkbloodSkullpulper wrote:Well, the lammasu has already gotten a bump in v3 from what were some truly atrocious RH stats. Since it's a highly magical creature, and a mount for the HP, the best tweak might be to enhance the HP. Because honestly, it's just not very good right now and does need some reason to take it.

Ideas:
1) +1 (or +2) to HP bound casting. Could be automatic or another bound effect, as the current Hail Hatshut spell.
2) +1 to dispel.
3) Reroll if HP fails his spell attempt
4) Failed spell attempt can take Lammasu's, rather than HP's, initiative
5) Failed spell still fails, but costs no initiative

Of course there are other possibilities, but these seem like they could all be very easy to implement.


I really like #4 as that give the HP a reason to take it. I think we are agreeing in principle as the Lammasu just doesn't cut it at present. So, for a HP to take it, there has to be a reason. Reducing the Magma spell to 12" and make it HP only would make a 20" move more desireable to ensure you are in position. Making the Lammasu's I3 and allow it to absorb the loss of I would open up magic item points to spend in other areas (perhaps a ward save). By keeping the stats low, it would not be a front line figure. Give it the -1 to be hit by magic weapons rule and I would seriously try this baby out. In fact, I will try to use it in this format in my next battle.
Stats: v3, but increase I to 3
Abilities: -1 to be hit by magic weapons (normal weapons have no penalties); MR 2, Terror, Fly, Large target; Lose 1 Initiative in lieu of HP when a 1 is rolled.

Re: Mounts

PostPosted: Mon Jun 29, 2009 10:01 pm
by DarkbloodSkullpulper
mattbird wrote:...hmmmm


....Lord choice special character Lammassu.....


:o


That's a pretty cool idea, but I would hope that it's in addition to, rather than in lieu of, a change or two to the standard Lammasu

Re: Mounts

PostPosted: Tue Jun 30, 2009 8:03 am
by Border Reiver
As an interesting idea for the lammasu and in keeping with the "special character" idea above, how about this

Marduk - Eldest Lammasu

M8, WS 5, BS 0, S 5, T6, W 5, I 4, A3, Ld 9

Large Target, Fly, sorcerous Exhalation (MR2, -1 to be hit by magical weapons), Able to cast spells as a Daemonsmith (1 spell from the Lore of Hashut, power level 5), contributes 1 dispel die,

Uses a lord choice - may NOT be the general - it NOT a mount.

Cost - 350 pts

Re: Mounts

PostPosted: Tue Jun 30, 2009 9:54 am
by mattbird
Good start! I would say give let it cast 2 or even 3 spells a turn, instead of 1, though.

yes, this would be in addition to the ability to take one as a mount.

The main thing that a lammassu brings is a large flying rank-breaking monster, which is a huge addition to any army. I would say it probably is too expensive as currently, maybe more like 170 or so...