[SST] Lizard Lines

Paladin

Mongoose
Do you ever use them?

It's primarily limited by our terrain but I don't think we've used them in our games...ever.
 
We used them in games with the following type of terrain:

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Paladin said:
Goldwyrm said:
We used them in games with the following type of terrain:
Why? It looks short enough to just jump to me.

Two reasons.

First- Lizard lines give the climb attribute which reduces damage from falls that result from flinching. The size 4 plateau terrain being fought across would result in a 4" fall. That's d10 damage for models without climb and d6 for models with the lizard lines.

Second- We gave the LAMI and SICON Agents lizard lines as part of the scenario, since they did not have jump packs like PAMI and it made sense.
 
Goldwyrm said:
Two reasons.

First- Lizard lines give the climb attribute which reduces damage from falls that result from flinching. The size 4 plateau terrain being fought across would result in a 4" fall. That's d10 damage for models without climb and d6 for models with the lizard lines.

Second- We gave the LAMI and SICON Agents lizard lines as part of the scenario, since they did not have jump packs like PAMI and it made sense.

1. The Jump trait does this too :)

2. I would be tempted to make the LAMI walk - after all, who is going to trust them with anything so complicated as a lizard line? They might end up eating it!
 
msprange said:
1. The Jump trait does this too :)

Ok, good to know. I didn't recall seeing jump mentioned in the falling rules (1stEd.), but then again I don't have the rules in front of me.

msprange said:
2. I would be tempted to make the LAMI walk - after all, who is going to trust them with anything so complicated as a lizard line? They might end up eating it!

Lizard lines complicated? LAMI do get access to Nukes.. :wink:

If the entire board wasn't difficult terrain and we were dealing with all experienced players, then we may have let the LAMI suffer with having to stay down in the trenches. There still were other units hampered by the terrain, notably the homemade ATV recon unit with the wheels trait which could only navigate the narrow canyons.
 
Lizard Lines allow you to climb 6", but you can jump 6" vertically. Why bother with Lizard Lines if you can shoot while jumping. If they were Climb/12" they might be used.

However, I just checked the WOTS again and looks like they have been removed so it's all kind of a moot point now.
 
Paladin said:
Lizard Lines allow you to climb 6", but you can jump 6" vertically. Why bother with Lizard Lines if you can shoot while jumping.

Because with a jump, you have to clear 6" in one go, which gives you a maximum height that can be scaled - with a Lizard Line, you can keep climbing every turn.

That said, Lizard Lines are so rarely used, I would be tempted to remove them altogether - they are a needless complication outside special scenarios.
 
msprange said:
Because with a jump, you have to clear 6" in one go, which gives you a maximum height that can be scaled - with a Lizard Line, you can keep climbing every turn.

Jumping into reaction range also gives the enemy a +1 to the damage roll which I do not believe is the case when climbing or otherwise moving into reaction range.

Even if they were identical to a jump pack, I'd still like lizard lines for the extra game flavor and because they featured in the the Roughneck Chronicles.
 
The problem is that you have to ready everytime before you can climb and that makes them impracticable. Most units will be gunned down before they even started climbing.
If you could walk down walls with your normal movement speed they would be used more often.
 
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