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Really liking lizardmen


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So I recently traded my ogre army for a lizardmen army. Frankly I didn't really know much about lizards before this. But as I've been assembling the models and the movement trays, I've been reading their book in depth for the first time. I'm really liking what I see of this army so far. The models are nice and full of character, and their rules seem very balanced. It suffers from low initiative certainly, but has a strong presence in all phases of the game, and is highly reliable from a leadership perspective. And the various unit types all seem to be represented, strong infantry blocks, skirmishers, fast cavalry, heavy cavalry, large monsters, fliers, etc.

Anyway, just really pleased by what I'm seeing. This looks like a solid toolbox army that can offer several playstyles and stand a fighting chance in most games. I'm excited to start playing them.

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Yes, lizards have possibly one strong theme.

"Reliable"

 

When built for reliability you have possibly the friendliest army in the game for a player.

 

A pretty rock solid build I've run multiple times is similar to

 

Slann Mage priest, Life

Lvl 4, BSB, Standard of Discipline

Book of Ashur

 

Skink priest, Lvl 2, Beasts

Dispel Scroll

 

Skink priest lvl 2, Beasts

Cube of darkness

 

Saurus Scar Veteran

Light Armor Great Weapon

 

Saurus Scar Veteran

Light Armor Great Weapon

 

24 Saurus Warriors

Full Command, HW/shield

 

24 Saurus Warriors

Full Command, HW/shield

 

10 Skink Skirmishers

Javelins Shields

 

10 Skink Skirmishers

Javelins Shields

 

5 Chameleon Skinks

5 Chameleon Skinks

 

3 Terradon riders

3 Terradon riders

 

21 Temple Guard

Full Command

 

Ancient Stegadon,

Sharpened Horns, Stampede

 

Ancient Stegadon

Sharpened Horns, Stampede

 

Salamander pack.

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I guess I should explain why the above works.

 

It's all about reliable battle lines

With and LD 10 stubborn cold blooded BSB slann youcan easily keep you entire line within LD range.

 

Magic Wise +5 to cast/dispel on lore of life is a big deal.

The key is always the throne of vines to prevent miscast failure.

All spells are buffs lores to take mediocre stats up to fantastic.

With +5 dispel(or more) and two scrolls you can keep non IF magic in check easily.

 

Every unit is 5x5 to maintain steadfast or is stubborn if its a combat unit.

 

All skink units are there to either bunker or hunt chaff./warmachines.

 

You can pretty much always get a solid game out of lizards.

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Why Javelins / shields over Blowpipes on the Skinks, out of curiosity? I have a buddy starting up Fantasy/Lizardmen and I'm doing my best to offer advice, having never played the army myself. Blowpipes seem to be better, giving the option for multiple shots, is the +1 A from the shields worth the trade? 

 

Again, out of genuine curiosity, just trying to give my friend the best advice I can.

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You can, which provides no benefit over javelins. Shields at least give you a 5+ armor save on skinks.

So I'm dumb, I didn't realize that Skinks were BS 3, I must have been confusing them with Chameleon Skinks. I think having the potential of being able to shoot 20 shots is better than +1A, but maybe not so much on a BS3 model.

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