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==Army Units== ===Lords & Heroes=== ====Named Characters==== *'''[[Lord Mazdamundi]]:''' 700pts. He arrives with an 80 point discount, but still obscenely expensive. On top of his spell allotment, he also has a unique spell that deals 2d6 S5 (3d6 if garrisoned) hits on a unit and halves their movement if the target gets wounded. He also has a single-use item that lets him add +d3 die to the power pool for that turn. *'''[[Lord Kroak]]:''' 450pts. Everyone's favorite mummy-frog manages to get a panoply of things to change how things work with a 50 point increase. His new magical weapon renders all magical weapons into mundane ones when targeting him. Despite lacking WS or BS, he forces a -1 penalty on all hit rolls against his unit. His amulet adds an extra dispel dice for his team on top of his magic resist 3+. He carries a standard that inflicts d6 S3 hits (S5 against undead or daemons) against models in b2b each shooting phase. *'''[[Kroq-Gar]]:''' 470pts. This badass fared the transition quite well with his price slashed by 50 points. He's now your mandatory general if nobody beats his Ld of 8, and he can bring a pack of Cold One Riders as a Core unit to join. His Ward Save deals an instant S5 hit to anyone who punched past it in close combat to protect him, and his spear doubles the wounds it inflicts for the sake of combat resolution, letting him stomp over units faster. *'''[[Tehenhauin]]:''' 315pts. A giant Sotek worshiping Skink wizard of beasts. He grants fellow skinks the Red Crest Sacred Spawning: +1 Weapon Skill, Devastating Charge, Hatred (Skaven), and Immunity (Poisoned Attacks). The only change here is that his Plaque no longer gives a Ward save, just a 6+ regen to himself and Jungle Swarms. On the one hand, this regen allows his swarms to last longer, but now they're fucked if fire comes into play. Is this worth the massively jacked-up price he got? Hell no. Especially since he can't hop in Ye Olde Holy Party Bus anymore. *'''[[Chakax the Eternity Warden]]:''' 215pts. While largely the same, he can no longer instantly break magic items and instead reveals all items and hidden assassins a unit possesses with his Great Weapon that no longer has ASL - not like that matters to a model with such low initiative. Thankfully, his price drop to 210 makes him more palatable. *'''[[Gor-Rok]]:''' This mega-badass now had his price hiked up to 230. A durable and deadly foot hero, given both the Sacred Mark of the Old Ones and the ability to reroll to hit, he's terrifying enough before he rolls to proc Predatory Fighter on a 5+. Then comes his protection, from his 2+, as he maintains a 4+ Natural Armour and his Shield adds +2 to the saves, but then you read that he's immune to KB and forces enemies to reroll to wound him - making him ded'ard. He also discourages charging, as anyone that does so must take a dangerous terrain check at -1. Simply put, he is here to wreck all the face and draw all the hate. * '''[[Nakai the Wanderer]]:''' 305pts. A unique Kroxigor Lord. While pricy, this Monstrous Infantry guy has a 4+ regeneration and a 3+ natural armour, in addition to his stat boosts over a normal Kroxigor (+2 WS, +1 W, +1 Ld). He comes with three rerolls, which he can use for any d6 roll he makes. He may not be overrun or pursued if he is killed in the melee or flees. He may also Ambush, although he must appear from a wood, swamp, or water feature if able to. His sword gives him +1 to hit and -1 to hit him back, making this beast S7 with plenty of stacked defense. *'''[[Tetto'Eko]]:''' 190pts. He has survived this edition with a 10 point discount and is still the badass pseudo-Slann in the block. Level 2 Heavens Loremaster that can help with Dice generation, hand out Vanguards, and Comet of Casandora becomes more consistent. *'''[[Tiktaq'to]]:''' 135pts. A silly name, but a balanced character. Got his price dropped to 135. A booster to a Terradon Riders unit lets them ambush, their -1 to hit from shooting, and use his WS of 4 to fight better. He is a sky-duelist, getting Ignores Armour and a +1 to hit flyers, making him proficient at killing flying wizards. *'''[[Oxyotl]]:''' 90pts. The legendary chameleon skink now hates Daemons of Chaos (why only melee?) but loses out on any saves. Despite Chaos Daemons being immune to Poisoned, he is a potent hero killer. If allowed to stay still(feigned flight doesn't count), He gets to reroll wounds with his 3 sniper-shot Golden Blowpipe, easy to take out a wizard. He is also flat-out your cheapest hero, having his price slashed in half to 90 points. * '''[[Inxi-Huinzi]]:''' 80pts. He is a Skink riding an upgraded Cold One. He is a special Hero for 120 pts. He offers poison, Fear, heavier armour than the typical Skink and is armed with an array of poison darts. He may throw these darts if he charges or is charged since they're Quick to Fire. His Horned One is also not vulnerable to Stupidity. While this sounds good, this does not confer to other packs, meaning that things might still turn out poorly for you. * '''[[Lotl-Boltl]]:''' 130pts. a Saurus Scar-Veteran with Fear on the charge, and give +1 bonus to combat resolution. He's pretty much a support hero who helps a unit of Saurus win in the first round of combat. *'''Kroq:''' 110pts. Another Scar Vet who's more of a bruiser. He touts a 4+ natural skin and has a special attack. When he's fighting a unit at Unit Strength 2, he can make another attack that ignores armour and deals d3 wounds, which might help clean up stragglers. * '''[[Ten-Zlati]], Oracle of Lord Kroak:''' 130pts. Skink Priest of Heavens on Terradon that serves Lord Kroak. He has Poisoned Attacks which can stack with any other means of Poisoned Attacks to reroll to wound, but you're not likely to use it due to being so flimsy and more prone to use the rock drop. You want him because he has no limitations to his Arcane Vassal rule; this means that he doesn't need to be around a Slann to be used as a casting vector. * '''[[Itzi-Bitzi]], The Piranha Warrior:''' 100pts. A Skink Chief with a The Piranha Blade. Its real function is being a one-use Panic bomb for all enemies within 8". ====Generic Characters==== * '''[[Slann]] Mage-Priest:''' The big Super wizard toad on floating mobility scooter. Pretty much unchanged from 8th edition, this guy remains the badass caster he always was. Can any pick core lores + High and the ever-valuable Disciplines of the Old Ones can be your BSB but still has its full 100 points allowance for diplins and 100 points for items in addition to a 50-point banner. In bigger games, they can trade spells with other Slann in case you don't have a nearby Skink priest to fiddle with. * '''Saurus Oldblood:''' Your Big generic melee lord option. He is the only one that can mount a Carnosaur. He got a price hike and can no longer take some of the magic items that made him great, though he retains the 4+ natural armor that made Saurus so badass. * '''Saurus Scar-Veteran:''' Your melee BSB. He also received a price increase and can no longer be mounted on a Carnosaur but is otherwise as badass as Temple Guard. In larger games where you can afford a few Scar Vets (or a couple of them and an Old Blood), equip them and use them like missiles: send a kitted-out Scar Vet after one thing and watch it get maimed. They're more useful sitting in Saurus units to chew through infantry in smaller games. Solid choice as a General at low-level games and good in larger battles for extra killing power. If you take a Slann and a Scar Vet, you can have a very nice combo: a Carnosaur and your magical toad! * '''Skink Chief:''' Much cheaper than a saurus HQ. They get their unique mounts between flyers, Troglodon, or Stegadon. Their role is similar to those of goblins as inexpensive ways to hold magic items and do a particular job like BSB so long as you're not using them for smacking face. * '''Skink Priest:''' Your Hero level Caster. You are no longer limited to strictly only Heavens or Beast, as they can take Life, Fire, or Light. Your Slann can also use them to extend the range of his magic missiles. ====Mounts==== *'''Cold One:''' The classic raptor mount for Saurus heroes. Bring only when you have someone to set them up with. *'''Horned One:''' Requires the Blessed Spawning of Itzl. Essentially a faster Cold One without Stupidity that grants other Cold Ones Hatred *'''Terradon:''' The lightweight speedy mount for Skinks. *'''Ripperdactyl:''' The speedy Skink mount with more bite in them. *'''Carnosaur:''' The big T-Rex mount for Oldbloods. While no longer as expensive as a Slann, they're still about as much as almost two Vets. *'''Troglodon:''' The Skink version of the Carnosaur 50 points cheaper, and now you can have your Skink HQs ride it. With Ambush, Poison, and Poison Spit, and can roar once per game to give nearby Predatory Fighter rolls trigger on a 5+. The question is, is this any more worth it than before? *'''Coatl:''' Another mount for a skink Priest, Your Dragon Equivalent that's also a wizard. Also, lest you buy a Coatl with Hero allowance + some Missile protection rather than going on their own. ===Core Units=== * '''Saurus Warriors:''' Remain the molasses-slow hard-hitting fuckers that your army needs to build around with S/T 4 with 2 attacks, 4+ armour, but with Initiative 1, they have the slowest reaction time in-game. At the end of a fight, Saurus Warriors will either smash straight through the enemy lines, end up in slow grinding combat that leaves either half a unit of Saurus or a few dazed and bloodstained enemies left, ready to be swept away by the rest of your army. * '''Skink Cohort:''' Your cheap chaff, with Initiative 4 and BS of 3 for what they are. Despite weak (native) Leadership and terrible Toughness(T2), Skinks can be surprisingly effective against non-elite infantry and cavalry for one turn, in part thanks to their relatively high Initiative. Their prices are now cut in half, making Skink Spam a very affordable matter though they lose the poisoned javelins as a default deal. They also have a choice in loadouts, either buying back the javelins, getting spears, or trading off their shields to go full-archery with poison shortbows. * '''Skink Skirmishers:''' Keep their prices, keep their rules. Skinks are geared with blowpipes, poison shortbows, or poison javelins and shields. Both have pros and cons- Shortbows have better range and multiattack if allowed to stay still. Pipes are mobile, and always having multiple poisoned shots is devastating. At the same time, javelins are quick to fire, which significantly bolsters the unit's mobility and threat range, and the shield affords them a much-appreciated defensive bonus. Skinks can be great for kiting enemy units and being an all-around thorn in their sides. Put simply, if the Skink Skirmishers manage to inflict wounds on any unit, The dilemma will compel your opponent to either shoot at it, commit a unit to charge it, or try to ignore the damage they're doing. The first option is terrible because damage spells and shooting units are overkill against Skink units that size, making it a waste of resources when other, more dangerous units are around. The second option is ill-advised because most close combat units are significantly more costly than Skinks and are better suited to stopping/slowing your Saurus bricks from smashing through the battlefield. This worsens if the Skinks can shoot at the unit before the melee and inflict wounds. However, with cheap units like Skaven Clanrats, this is less of an issue, except that large Clanrat units shouldn't chase down half a dozen Skinks, and no one fields those kinds of units with an equivalent cost to your Skinks. Elite units further aggravate the problem because any damage directed at the Skinks is pointless. Most elite infantry units run from 12-16 points, and heavy cavalry or monstrous infantry are even more expensive, which means that more than 2 ranged casualties are a lose-lose tradeoff at best. Ignoring the Skinks is even more stupid as some players do because it frees the skinks to pick off other skirmishers, violating war machine crews, and chip off wounds from other critical units or characters. **In summary, Skink Skirmishers are suicide units that force bad tradeoffs for the enemy. Skinks die when they are attacked, but it's a lose-lose situation, and in the broader context of the battle, this leads the opponent to be inefficient with his units. Skink spamming is surprisingly viable at competitive levels since you can flood the battlefield in cheap, fast-moving little units with an array of poisoned weapons redirecting, shooting, and irritating your opponent's units to a not-quite-metaphorical death and beautifully supporting your heavy-hitting saurus cowboys. * '''Jungle Swarms:''' Pricing and stat have been fixed, so to be reasonable 6 wounds and 6 attacks for 30 points per swarm make them a decent pack for screening, and Poisoned Attacks give them something resembling a fighting chance against basic troops. ===Special Units=== * '''Temple Guard:''' Saurus with +1 WS, I, LD, a 3+ save, Halberds and are stubborn. They get better when Bunkering for a Slann, protecting him in the second rank and gaining Immunity (Psychology). These big guys are now 17 points, and they now lose any option for magical weapons. * '''Cold One Riders:''' Temple Guard riding a Saurus Warrior with stupidity. 26 points with spears as default. They occasionally lose control, but they can really [[rip and tear]]. They are designed to rush into enemies before the rest of the army. COR excels when serving as a delivery system for one or several Scar Veterans or Old Bloods armed to the teeth with magic weapons. They are solid enough to hit hard and soak up damage, and mounted Saurus characters are terrifying. They also provide a flanking unit that can withstand damage. *'''Horned One Rider:''' Skinks that ride Horned Ones. They are a controllable, 21ppm fast cavalry. They are not as good of a fighter as Cold One Riders (They still have attacks from the Horned One), but they are better at flanking. Cold Ones are faster infantry, while Horned Ones are proper all-purpose cavalry. * '''Kroxigors:''' Your Big Alligator with a Sledgehammer, a Min size unit, will Deal 3 S7-6 attacks plus more from Predatory Fighters. Knights will feel it when they get flanked by them. * '''Chameleon Skinks:''' Extra stealthy and accurate Skink Blowpipe scouts, getting +1 to hit with Missles and -2 to be hit back. With Skinks getting shortbows, these guys aren't as mandatory for shooting things, though their price drop makes them welcome support. * '''Terradon Riders:''' Fly(9) Skink bombers. Flying Fast Cavalry is now Slightly cheaper than before. They will do Flyby Missle harassing. Excellent for harassment tactics: hunting Warmachine crews, isolated models, and skirmishers. Their ability to drop rocks is also handy for softening up something tough before the Saurus or TG can deal the real damage. The choice between default poison javelins or swap to their special Fireleech Bolas depends on whether the target takes Poisoned or Flaming Attacks worse. (fire against Animated constructs and low armored animals, poison for monsters and everything else). * '''Ripperdactyl Riders:''' Melee version of the Terradon. Same as above, 8 points cheaper and now count as cavalry. The killing power comes from the Ripperdactyl mount, having 2 attacks + Frenzy, S4, AP(1), Killing Blow, and Toad Rage lets you pick an enemy for each Ripperdactyl unit you bring, and they get even more attacks and reroll hits against them. Not only can they harass, but they rip apart archers. Thier job is to pick soft targets and rocket at them before anyone can stop them like a pitbull in an orphanage. Otherwise, they are glass cannons. * '''Razordon Hunting Pack:''' Act as living artillery, more mobile and Defend themselves better than most warmachines. Razordons Shoot barbs like Cannon Grapeshots can fire on the move and reroll the artillery dice when charged. Effectively the same as before, though the Razors are 5 points cheaper than before at 60 points per unit. Razordon takes the roll of tuning units that think they can shield-wall through blowdarts into pincushions. * '''Salamander Hunting Pack:''' Paying more for 80 points per unit, Salamanders act as Flamethrowers. Salamander is more offensive-oriented than Razordon, Preferring to get into CC range to cover a unit with Templates. ===Rare Units=== * '''[[Bastiladon]]:''' 175/185/215pts. The big war wagon. Very durable and an anti-monster attack with a magic relic mounted on it. This thing got reamed. 15+ points, moved to rare choice, loss of poison in the skink spears, and it can no longer replace the Ark with a Solar Engine for free, but at a costly 40. For a cheaper 10 points, you can add a Revivification Crystal, allowing Cold-Blooded units within range to get Regen 6+ saves to reinforce the heavy troops. **Ark of Sotek: adds models to a Jungle swarm and deal damage to whatever enemy is near it. **Revivification Crystal: lets your units gain Regeneration(6+) when near it. **Solar Engine: gives friendly units an Initiative boost and shoots a Magic laser. * '''[[Stegadon]]/Ancient Stegadon:''' 215/220/270pts. The offensive version of a Bastiladon, including a d6+1 impact hits. It is armed with a poisoned Bolt thrower, a blowpipe machine gun, or a Magic support Engine. The Ancient is now condensed into an upgrade that makes it 10 points cheaper than before. Everything else that made this a mainstay remains as it was. Additionally, with the changes to Bolt Thrower Rules, units may take armor saves as normal. This means a Demigryph will save 67% of the time (IMO, this is an oversight and should have the AP1 as a regular bolt thrower does). * '''[[Dread Saurian]]:''' 365pts. The giant from Monstrous Arcana and the biggest there is. Though it has a pitiful WS4, its bite does d3 wounds at S8, and M7 makes it very mobile. The Saurian can upgrade it with either: a 4++ ward against non-magical attacks; flaming attacks with 2d6 S3 flaming impact hits; the ability to force enemies to take -1 to hit when targeting the Saurian & making Undead and Daemons take ASL in close combat; mega-barding with Unbreakable and T8 but M5; or +1 Move, Ambusher & Swiftstride that forces enemies who stand and shoot to re-roll hits when it charges. * '''[[Coatl]]:''' 270pts. A giant fly(8) snake. It only has 4+ armour, but it gets 3+ magic resist and forces enemies shooting missiles at it to take -1 to hit. It also Lv2 Lore of Heavens wizard with a bound PL3 spell that lets you reposition d3 pieces of forest terrain by d6" - something you'd only use if you have forests set up that you know won't hurt you.
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