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==Why play Lizardmen== *You love the parts of Jurassic Park where the dinosaurs eat everyone. *They're [[awesome|aztec dinosaurs riding dinosaurs]] into battle. Some of those dinosaurs also have magical lasers strapped to them. *You want to be a master of the arcane, but you don't want to wear [[High Elves|foppish headgear]] or have a racial lifespan only in the [[The Empire (Warhammer Fantasy)|double digits]]. *You'll have a nearly fearless army that's more likely to fight to the death before they turn tail and run. *[https://www.youtube.com/watch?v=xMwpC70di2w Do you want to see what one of these does to your enemies?] ===Pros=== *'''A Multitude of Monsters''' - The Lizardmen have the largest diversity of massive monsters in the game at their disposal. Between the various Bastilidons, Stegadons and Carnosaurs you can field, you won't be wanting for big beasties. *'''Intimidating Presence''' - Unsurprisingly, the average man will struggle to keep calm and collected when facing down a stampede of hungry carnivorous dinosaurs many times his size. Virtually every monster and cavalry unit in this army inspires fear and terror in the mortal hearts of men; a few well timed Carnosaur charges can break and rout forces not outright immune to psychology. Conversely, this also renders your monsters immune to fear/terror effects as well. *'''Resilient Frontline''' - Saurus Warriors, even unshielded, are among the most durable baseline infantry units in the game. Though their damage output is rather low, their good armor and leadership will ensure they'll hold the line. Most non-AP grindfests will tend to work out in your favor on virtue of that alone. Of course this isn't even mentioning how tanky higher tier units like the Temple Guard or Kroxigors are. *'''Mastery of Magic''' - With the notable exception of High Elves, Lizardmen have reliable access to more schools of magic than any other race. Slann and the mighty Lord Kroak offer not only some of the most reliable casting in the game, but have consistent access to the otherwise elusive Greater Arcane Conduit skill. Your skink priests are no push overs in magical matters either and are very cost effective options for when slann [[heresy|just aren't your thing]]. *'''Flexible Artillery''' - Where most other factions have to slowly wheel siege engines into place and are vulnerable to attacks in melee, Lizardmen give no fucks. Due to their Solar Engines and Ballistae being strapped on the backs of mighty Bastilidons/Stegadons, they can easily reposition themselves and hold their own in melee combat. Additionally, were the actual artillery models of other races can actually be destroyed, the Ballistae and Solar Engines will remain fully intact so long as the creature bearing it remains standing. *'''Cavalcade of Cavalry''' - Cold Ones, Horned Ones, Terradons and Ripperdactyls, oh my! Though not as fast or as effective as some other faction's cavalry, you have a very diverse selection of fast-moving dinosaurs that can outflank enemies and flexibly adapt to the variety of terrain you may find yourself in. Just don't expect your cav to top any particular charts when compared against any faction that specializes in them. *'''Predatory Senses''' - As your army consists heavily of predatory animals that excel at sniffing out prey, your enemies will be hard pressed to remain hidden from them. Enemies that rely on stealthy abilities like Stalk are revealed to you far more quickly than others, giving you far more time to react to (in battle) ambushes than other factions. *'''Poison Aplenty''' - Many of the weapons wielded by your Skinks are poisonous, inhibiting the mobility/combat performance of enemies afflicted by their noxious attacks. Despite poison no longer dealing constant damage like on the tabletop, their debuffs are still useful for weakening the enemy for your frontline troops. Thank to the recent update that removes any form of poison debuffs that can apply to the player units through friendly fire, Skink's poison darts are even better. *'''DLC Aplenty''' - You are tied with the Skaven for the honor of having the most DLC. You also have two FLC lords on top of all this, so between a grand total of 7 legendary lords and three DLC lord packs, you are the most supported main game faction in Total War: Warhammer II. *'''Blessings of the Old Ones''' - Many of your units have "Blessed" variants available in casual multiplayer matches or the campaign. Blessed units are effectively pseudo-Regiments of Renown and every single one is given a buffed health pool and, where applicable, an increased model count per unit. Additionally, many of these blessed units receive additional passive abilities or upgraded stats to further their combat potential. What's better is, unlike Regiments of Renown, you can technically have as many blessed units as you want. The only downside (admittedly a big one) is that in order to acquire blessed units in the campaign, you must complete randomly generated quests that issue a set quantity of a random blessed unit upon completion. If you want an army of blessed Carnosaurs, you're going to have to earn it. This is a complete non-issue in causal multiplayer matches, where blessed units are freely available for a very minor upcharge in cost compared to regular variants. Blessed units are unavailable in competitive games. ===Cons=== *'''Slow''' - A majority of the Lizardmen list, namely Saurus infantry, take their sweet time to cross the field. Though there are exceptions to this, such as the various cavalry and Skink units available to you, this particular weakness is exacerbated by... *'''Vulnerable to Range''' - ...their dearth of viable missile units. The only ranged infantry available to you are Skinks; particularly squishy infantry that, though nimble, have pitiful range and DPS against anything shielded and/or armored. Your more potent offensive options, namely Salamanders or Stegadons/Bastilodons, cannot fire while moving and are rather easy to tie down in melee. Defensively, though your Saurus are quite tanky and often come with shields, they are very vulnerable to being kited by ranged cavalry/infantry due to their rather slow movement speed. Additionally, all your units save for Gor-Rok are stuck with Bronze Shields (35% block chance), meaning that even when they're in a position to use them, you'll still be soaking a significant portion of the incoming shots all the same. The same can also be said about most of your monsters, with some minor exceptions. *'''Limited Generic Character Usefulness''': This is a big one. Other than your magic characters (i.e. Slann and Skink Oracles which are pretty much good because they have magic), your other generic lords/heroes just don't stack up. When you compare them to the other factions' characters, they fall short in their respective roles, whether that's melee prowess, support utility, campaign map usefulness, you name it. Best to rely on your monstrous units and magic to fulfill their roles! *'''Sub-par Air-Force''' - Though you have flyers, a luxury many other factions lack, they're among the weakest/slowest of them. Terradons, Ripperdactyls, and Coatls aren't ''bad'', per se, but they will lose if faced with the flying cavalry/monsters in their weight class from the likes of Bretonnia or High/Wood Elves. *'''Expensive Roster''' - As you can imagine, breeding and training massive dinosaurs and mounting arcane instruments of war onto them isn't cheap. All of your high tier units can get crazy expensive both in initial cost and upkeep. Even the bog standard Saurus Warriors come at a premium compared to some other factions options, though this is only particularly notable in competitive multiplayer. *'''Rampage''' - This was a much bigger problem in Game 2, where pretty much everything except for Skinks and Slaan would lose control and mindlessly charge the closest thing they could see. Game 3 has more or less restricted this issue to your feral monsters, letting your infantry keep their cool and do their jobs. That said, it's still a problem if your Carnosaur suddenly bolts into that nearby unit of halberds while your lords/heroes are otherwise occupied. *'''Bland Campaign''' - Aside Oxyotl and ''possibly'' Tehenhauin, the Lizardmen have the most boring campaign mechanics of any of the game II races (including some of the game I ones). Their unique mechanic, the Geomantic Web, is a very passive and basic provincial buff that takes a lot of resources and time to properly build up to a level you'll actually notice the effects of and offer no benefit to provinces you don't ''completely'' control. Yes, losing that one minor settlement causes the provincial capital to shut off its Geomantic Pylon until you reclaim it. Additionally, without mod support, Lizardmen are among the most stubborn and oppositional to confederation. Fortunately, though it isn't a top priority for them, CA is aware that Lizardmen need their campaign mechanics updated to bring them up to modern standards. Hopefully that update comes soon. *'''DLC Locked Content''' - Though a con for virtually every other faction in the game, this is a particularly notable one for Lizardmen. Many, if not most of the Lizardmen's better units are locked behind DLC lord packs. You'll need the Prophet and the Warlock for all units marked with DLC 1, the Hunter and the Beast for everything marked with DLC 2 and the Silence and the Fury for everything marked DLC 3.
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