The problem isn't that Saurus can't shoot, Xantalos said the Saurus have excellent accuracy with the guns we got last turn, but the Saurus do more damage just by closing in and using their swords. We just need to get a mass producible gun that does more damage than Saurus can do in melee, which will probably end up being some sort of magic assault rifle.Clearly the answer to the whole Gun dedate is to make something that fulfill the role of a Saurus... but with Dakka!... either innate using some sort of biological weapon of just really good with whatever ranged weapon it gets.
Exactly why wast Saurus by making them use guns (Except out of convenience) when we can make I dunna something that can shoot as well as imperial assassins while wielding 2-4 guns at the same time!The problem isn't that Saurus can't shoot, Xantalos said the Saurus have excellent accuracy with the guns we got a few turns ago, but the Saurus do more damage just by closing in and using their swords. We just need to get a mass producible gun that does more damage than Saurus can do in melee, which will probably end up being some sort of magic assault rifle.
Shame we can't make the shields deflector shields as well.Again, laser beam firing halberds so our Sauruses can swing while they shoot and shoot while they swing. Make Guardian Spears look like they're for chumps.
Does make me curious if the proliferation of ranged weapons worth using Saurus for will push Skinks even further into an auxiliary role. There's really not much they do besides skirmishers, warbeast handling, and rank and file magic that Kroxigar* and Saurus don't do better.Shame we can't make the shields deflector shields as well.
Make the enemy think closer into melee is better.
Than make them hurt for it.
War Machine Crews could work for Skins... I mean if we even if we don't make ones that don't need to be tied to Dinos the Skinks are going to take up much less space... beyond that? Maybe 'lighter' heavy weapons as well like the ones you'd deploy before firing but that would still be a role better served by Kroxigar.Does make me curious if the proliferation of ranged weapons worth using Saurus for will push Skinks even further into an auxiliary role. There's really not much they do besides skirmishers, warbeast handling, and rank and file magic that Kroxigar* and Saurus don't do better.
War machine crew and crew for spaceships seems like the other big details. Unless Saurus' martial prowess extend to both of those things. I mean, this is a setting where using Space Marines to pilot tanks and fighters as opposed to normies is considered a good idea. So I suspect that even if Skinks are used to man warmachines there will still be Saurus involved.War Machine Crews could work for Skins... I mean if we even if we don't make ones that don't need to be tied to Dinos the Skinks are going to take up much less space... beyond that? Maybe 'lighter' heavy weapons as well like the ones you'd deploy before firing but that would still be a role better served by Kroxigar.
Probably not much the Skinks can do outside of auxillary roles as you've mention though.
I mean true but at same time we are apparently good enough with creating variants that it may be more practical to optimize Skinks for the role.... perhaps a variation of Skink with a more Saurus like mentality (Tempered with caution due to being smaller) plus some innate affinity for machines?War machine crew and crew for spaceships seems like the other big details. Unless Saurus' martial prowess extend to both of those things. I mean, this is a setting where using Space Marines to pilot tanks and fighters as opposed to normies is considered a good idea. So I suspect that even if Skinks are used to man warmachines there will still be Saurus involved.
Ah yes, the there's anI mean true but at same time we are apparently good enough with creating variants that it may be more practical to optimize Skinks for the role.... perhaps a variation of Skink with a more Saurus like mentality (Tempered with caution due to being smaller) plus some innate affinity for machines?
Read how old ones miniaturised them, you meanI mean
The laser tech is all there, we have engines of the gods
All we need to do is miniaturize them
This is actually pretty close to what I've envisioned. Why make them waste time switching from ranged weapons to melee weapons when they can just use one tool for both?Again, laser beam firing halberds so our Sauruses can swing while they shoot and shoot while they swing. Make Guardian Spears look like they're for chumps.
Does make me curious if the proliferation of ranged weapons worth using Saurus for will push Skinks even further into an auxiliary role. There's really not much they do besides skirmishers, warbeast handling, and rank and file magic that Kroxigar* and Saurus don't do better.
*Kroxigar heavy weapon teams are going to be a blast, I just know it.
War machine crew and crew for spaceships seems like the other big details. Unless Saurus' martial prowess extend to both of those things. I mean, this is a setting where using Space Marines to pilot tanks and fighters as opposed to normies is considered a good idea. So I suspect that even if Skinks are used to man warmachines there will still be Saurus involved.
Yeah, as far as warfare goes, skinks will gradually become an auxiliary unit. They'll be used for warbeast handling, crewing starships/war machines and the like (since they're smaller so they can fit more of them in), piloting strikecraft equivalents and the like. Probably militia equivalents if you end up occupying some other species' space and need the saurus for elsewhere, or just to fill in the gaps. Also yeah, battlefield magic if a slann isn't present, and also functioning as intermediaries between the slann and local saurus commander. Being the 'glue' that holds the various parts of the lizardmen machine together, basically.I think skinks will serve more support role like artillery and pilots. Sure you can have a saurus do it as well but thats one less saurus killing people with guns.
Oh they can do this already.Also, we should eventually make a modification to kroxigors so they can destroy enemies buldings, I mean creating stuff and destroying are not so diferent in the end.
Jaffa! Cree!This is actually pretty close to what I've envisioned. Why make them waste time switching from ranged weapons to melee weapons when they can just use one tool for both?
Yeah, as far as warfare goes, skinks will gradually become an auxiliary unit. They'll be used for warbeast handling, crewing starships/war machines and the like (since they're smaller so they can fit more of them in), piloting strikecraft equivalents and the like. Probably militia equivalents if you end up occupying some other species' space and need the saurus for elsewhere, or just to fill in the gaps. Also yeah, battlefield magic if a slann isn't present, and also functioning as intermediaries between the slann and local saurus commander. Being the 'glue' that holds the various parts of the lizardmen machine together, basically.
Oh they can do this already.
Just because all this talk about warmachines, starships, and strikecraft; months and months ago I brainstormed a bunch of tech starship ideas for the quest, decided not to post them because all of that was both so far off and I didn't want to step on your toes but when I was thinking of what our Aero-Space Superiority Fighters and Bombers might look like I definitely envision skinks as being the primary pilots/crew.Yeah, as far as warfare goes, skinks will gradually become an auxiliary unit. They'll be used for warbeast handling, crewing starships/war machines and the like (since they're smaller so they can fit more of them in), piloting strikecraft equivalents and the like. Probably militia equivalents if you end up occupying some other species' space and need the saurus for elsewhere, or just to fill in the gaps. Also yeah, battlefield magic if a slann isn't present, and also functioning as intermediaries between the slann and local saurus commander. Being the 'glue' that holds the various parts of the lizardmen machine together, basically.
decided not to post them because all of that was both so far off
I wouldn't be so quick to discard that. Sure, it's more of a stopgap Imperium style thing on the way to better things. But it's very thematic for Warhammer 40k and parallels the Imperium's own tech.the combined efforts of synchronized terradon/ripperdactyl and their skink handlers with the beasts being physically and permanently joined to the craft.
Oh, I meant far off in terms of time. A lot of this first occurred to me a turn or two ago (maybe even three), I figure until we get closer to actually getting the entirety of Mochantia under our thumb most of the stuff I came up with just isn't very useful to share with the thread.I wouldn't be so quick to discard that. Sure, it's more of a stopgap Imperium style thing on the way to better things. But it's very thematic for Warhammer 40k and parallels the Imperium's own tech.
The lore is a wee inconsistent, but people forget just how pervasive the Mind-Impulse Unit is. Or rather, controlling vehicles in part or whole via bionic implants connecting the vehicle and the pilot's nervous system. Not just Dreadnoughts and Titans, but everything from the lowly Sentinal to the Leman Russ, to behemoths like the Thunderhawk and void naval vessels.
And how, exactly, is an Ork Kommando supposed to kill the Frog with godlike magical powers?
And how, exactly, is an Ork Kommando supposed to kill the Frog with godlike magical powers?