Editing
Warhammer/Tactics/8th Edition/Lizardmen
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Army Composition=== They key to winning with lizardmen is learning to make wildly different units work for each other. You'll be probably begin with two infantry blocks- one saurus and one TG to go with your Slann. That said, some people have run succesful lists with literally only skinks and a Slann with saurus cowboys, so there is certainly room for creativity as long as your magic toad sticks around. Securing the magic phase is something the Lizards can and will do if given the chance, so don't be afraid of bringing extra skink mages- cheap and efficient access to Wissan's Wildform plus additional power for the Slann and control over Predatory Fighter's obligatory pursuit- to wrestle control of magic from other casting-intensive armies. Killing their wizards is something you can and must do, and luckily lizardmen have a bevvy of ways to snipe off vulnerable targets. Both your flying units pack a meaty punch and so do chameleons who manage to get a firing lane on an unprotected wizard, but before you start thinking of your specials you really wanna stuff your core allowance (and then some) with skinks. Minimal size skirmisher units flooding the battlefield- so MANY poisoned attacks! Skinks are the proof that there is definitely quality in quantity, and unlike cheap throwaway units like skavenslaves and ungors, your enemy will be forced to recognize the existance of your skinks or pay very dearly for it. A larger size unit can be devastating with walk between worlds, setting up volleys of multiple poisoned shots. This is the base of the army and there is really little that you'll be forced to add save for one, but if possible two, saurus characters on cold ones. Saurus cowboys are terrifying in a fight, lodging themselve sin a unit's flank like a bunch of extremely obstinate thorns, and work wonders with your skink spam and the blocks of saurus. After this, your go where your heart tells you. More dinos? Carnosaurs and Stegadons of both kinds are terrifying flank units and you can reliably field more monsters than many armies can warmachines. Skinks can pick off the cannons and catapults, but otherwise the same rules as for killing mages apply- get something on it and do it quickly. Even Kroxigors and Cold One Cavalry can be a decent pick, albeit ovecosted, if you need a large, multidamage hammer, and they can work in small flanker units like smaller but less cannonball-attracting hammers. Salamanders and Razordons are in a weird spot: both work well with supporting skinks- who doesn't- but in different ways. The salamanders lost traction from their glory days of 7th edition, where large units of them rained terror on the battlefield: if you pick them, committ to large packs (4+) and use them to burn large units to the ground, blanketing them with templates. Razordon are more of a defensive unit, but nothing will want to charge a flank defended by these goons.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information