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==Universal Traits== There are a couple of perks and abilities shared across a significant portion of the lizardmen unit roster, which will be mentioned here. *'''Primal Instincts''' - A perk found on a majority of the Lizardmen roster (exempting Lords/Heroes and Skinks), primal instincts will cause a unit with this ability to rampage out of control should their health drop to 20% or less. This can be a bit of a mixed blessing, as the rampaging unit will receive a +15% Charge Bonus and a +8 Melee Attack bonus and continue to fight nearby opponents in situations that any other unit would turn tail and rout. The bad news is that your opponent has more control over the rampaging unit than you do; rampaging units will single-mindedly charge at the nearest enemy unit, which your opponent can take to his advantage by using faster infantry/cavalry to kite the rampaging unit while his ranged infantry/artillery finishes it off. Of course, this is also factoring in that by the time these bonuses kick in, your Saurus unit or Carnosaur is typically on its last legs and won't last much longer anyways. Should the rampage end ''before'' the unit dies, they'll usually begin to rout from the field and will often be too far out of position for you to properly recover them. ::'''Warhammer III''' buffs Primal Instincts for Saurus Units; no longer causing rampage (thank god) while triggering much sooner (Triggering at 50% health as opposed to TWWII's 20%). When active, it gives Saurus units a +15% Charge Bonus, +10 Melee Attack and +5% Physical Resist buffs that remain active indefinitely so long as the Primal Instinct threshold has been crossed. This applies even to Saurus cavalry and since you can actually ''control'' them when Primal Instincts pops now, you can be far more surgical when taking advantage of these buffs. *'''Cold Blooded''' - A targetable ability found on most Lizardmen Lords and Heroes, Cold Blooded helps to counter the innate weakness in the Lizardmen faction; their tendency to rampage. When used, Cold Blooded will snap a single unit out of a rampage (if they are currently doing so) and will temporarily buff their leadership. This ability can be used pre/post rampage as well, as the leadership buff can potentially prevent a rampage from occurring or can help prevent a tattered unit from routing once their rampage expires. As this ability has a somewhat lengthy cooldown an is only found on Lords/Heroes, care should be taken on when it is used and what it is used on. It can also be used on units that were forced to rampage by an ability or spell from enemy units, providing a unique bit of counterplay against such tactics that other factions lack. *'''Predatory Senses''' - An ability found on all non-Slann/Skink units in your roster, this allows your units to detect hidden or stealthed units far sooner and from farther away than other armies (around 160 meters). This also disregards any faction/unit/terrain modifiers that enhance stealth, with the only exception being the ''Unspottable'' trait. With proper coverage, this can make ambushing or outflanking your forces extremely challenging to do discreetly. *'''Aquatic''' - An ability found on all Skink infantry, Kroxigors (though their stat card doesn't mention the trait, they still receive the Aquatic bonus) and your Salamander/Razordon hunting packs, this not only allows them to ignore the usual penalties for fighting in water-logged environments, but gives them a 20% bonus to melee attack/defense when they do so. Considering non-aquatic infantry suffers a 20% malus to those stats when slogging around in the water, this can become a rather substantial combat buff for a significant portion of your roster (keep your Saurus dry). Potentially losing matchups will suddenly swing into your favor and that's not even factoring in your abundant poisoned weaponry and robust catalog of supportive magics to widen that gap further. As amazing as all that sounds... marsh and shallow water environments are rather few and far in between. Additionally, for the maps that ''do'' have swamped areas, coercing your opponent to willingly splash around with you is a battle all its own, one you're not likely to succeed in without careful planning. *'''Quick Learners''' - Another Skink-exclusive ability, this greatly increases the rate that your Skinks gain ranks. This helps distinguish Skinks against comparable chaff infantry since they'll benefit from rank-boosted stats much more quickly and, as such, makes them surprisingly effective early-mid game infantry. This perk also applies to units such as Terradon Riders due to having Skink Riders.
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