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====Missile Infantry==== *'''Skink Cohort with Javelins''' - Skinks armed with little macuahuitls, shields and three javelins each. For pennies over a regular skink cohort, you can give them limited ranged support with poisonous javelins; a fantastic way to soften up an enemy unit for your front line infantry on the charge. With their speed, they can also easily circle about and pepper an opposing unit's backsides before charging in to cut off their escape while your saurus chew through them. Once they throw all their javelins, they're identical to the default skink cohort in virtually every way. Generally, if you're planning on taking skink cohorts at all, you should almost always pick these guys up over the standard versions (unless you ''really'' need every gold coin you can possibly scrape together for a specific competitive multiplayer build). *'''Skink Skirmishers''' - Skinks equipped with little blowpipes and poisonous darts, and your first dedicated missile infantry. Skink skirmishers lack the sheer range available to most other factions and struggle to do damage against armored opponents. Instead, they should be used exclusively as harassers; their speed, ability to fire while moving and vanguard deployment options allow them to easily get into flanking positions and kite enemy infantry while inflicting poison onto them for when the rest of your army catches up. These guys will melt quickly if caught in the crosshairs of opposing archers/gunners and are pitiful in a fistfight, so you should only get one or two of these units at most, and only if you absolutely cannot afford taking chameleon skinks instead. **'''Blessed Skink Skirmishers''' - Skink skirmishers with more health and an innate magic spell resistance. This extra durability is nice, but the spell resistance in particular isn't going to see much use due to these guys rather high mobility and any targetable spell an opponent ''could'' cast on them would be served much better against... literally anything else in your army. There's virtually no reason to bring these in Multiplayer (even if Blessed units are allowed for the match) and the only reason you'll want to recruit them in any of your Campaigns would be if you're in desperate need of reinforcements for a beat-up army you simply cannot afford to lose and you just ''happen'' to have some Blessed Skink Skirmishers to burn. The moment you are in a position where you can recruit/replace other units, these guys should be the first to go. *'''Chameleon Skinks''' - Ninja skinks equipped with little blowpipes and poisonous darts. Though fewer in number than basic skink skirmishers, chameleon skinks are considerably more durable thanks to their flat 40% missile resistance and have a much easier time sneaking around enemies thanks to their Chameleon ability. This, along with their loose formation, can make them surprisingly effective at countering enemy archers. They otherwise fulfill the exact same harassment role your regular skink skirmishers do and deal a disappointingly low amount of damage against armored targets. Also, like skink skirmishers, they are unable to curve their shots well meaning they're less effective in siege battles than the archers of other races. **'''Blessed Chameleon Skinks''' - Slightly swole Chameleon Skinks with twice the charge bonus (which is barely anything, especially combined with their rather tragic melee statline) and a few extra darts per skink. More ammunition is always welcome in a firefight, but it's hardly a game changer. Regardless, better stats do open up options and if you have a choice between these and regular Chameleon Skinks, may as well pick these guys. :::Oxyotl's banner army in the campaign should almost entirely consist of these guys. Between the AP bonus damage, variant ammunitions he can grant them in addition to giving them perks like Snipe, there's almost no force these guys can't just shoot to death with relative ease. Siege Battles or battles featuring multiple enemy banner armies might become tricky, but that's why you always have at least a couple Skink Oracles or Skink Chiefs with Stalk to clean up shop. *'''Chameleon Stalkers (DLC 3)''' - Angry ninja skinks with little blowpipes and [[what|explosive darts]]. Chameleon Stalkers fill the rather niche role of shock infantry for the Lizardmen. Each skink is equipped with two Precursor blowpipe shots that deal rather impressive burst damage against unarmored targets either on the charge or when falling back from a melee engagement. As they possess the same Chameleon ability their standard Chameleon Skink kin have, they do have a lot of wiggle room to get into an optimal charging position and can quickly fade away from the fray when things go south. Speaking of things going south, though Stalkers are reasonably decent at combat due to their poisoned attacks and mediocre stats, they still tend to lose against medium tier and above infantry or anything with armor. That said, even against armored infantry, much of the Stalker's value comes from the heavy formation disruption their Precursor Rounds cause, slowing down their targets and interrupting their charge so that you can take the initiative in the ensuing engagement. They can also deal decent burst damage against single entity units in a pinch, but this is generally an inefficient use of them.
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