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===Generic Lords=== Your generic lords aren't amazing in campaign compared to other factions, but can really shine in competitive multiplayer. In the campaign, you'll generally never want to get non-slann lords after turn 20(ish) because lizardmen Star Chamber buildings give 3 bonus levels to your slann lords, meaning they quickly outpace any other lord available. Any need for a melee lord can be filled by one of the many lizardmen heroes, who can also be easily recruited at higher starting level than the melee lords. You may still find the need to recruit cheaper stand in lords in case of an emergency, as the Rite of Awakening's cooldown is a notable hitch in acquiring more slann. *'''Slann Mage-Priest''' - Your almighty magic toads, slann are dedicated mages who don't participate in fights directly, but wreak havoc upon your enemies from afar with their magics or supplement your forces with defensive/healing energies. Slann are among the precious few generic lords in the game who have access to the ''Greater Arcane Conduit'' ability which, when combined with their reliable casting, can allow savvy players to call upon vast reserves of the Winds of Magic long after lesser mages have tapped out of theirs. In addition to ''Greater Arcane Conduit'', each slann has access to Banishment as a bound spell as well as the ''Shield of the Old Ones''; a large AoE defensive buff that applies a 22% damage resistance modifier to all allied units within it's bubble. Understandably, for all their arcane might, slann are practically helpless if caught in a fight. They are the single slowest unit in your entire army and are quite chunky, making them easy targets up close or at range. To this end, you'll almost always want a screening unit of Temple Guard (or at least shielded saurus) to keep enemies from ganking them. Outside of that, there are four varieties of Slann Mage-Priests, each dedicated to a specific lore of magic: **'''Fire Slann''' - When you want to burn the [[HERESY|heretic]] in holy fire for the Old Ones. Combined with their bound Banishment, fire slann are capable of mulching clumps of infantry wholesale and can even churn out respectable single target damage with their Fireball and Piercing Bolts of Burning spells. Fire damage is particularly useful against the myriad of enemies with regeneration, and practically mandatory when facing undead crises in campaign. Being able to buff an entire line of saurus with an upcast Flaming Sword/Cloak of Flame can turn the game in your favor. **'''Life Slann''' - These guys are the MVP in any monster heavy list; though you have a few other options for healing (such as the Revivification Bastilidon, high slann and the newly added Skink Oracle), life slann are still the uncontested kings at it. If you want an army built on the back of beasts, a life slann is essential to keeping them in the fight. With a life slann, you can wipe away any damage your stack of monsters take during the routing phase of a battle, making them both tactically and strategically important. Pair one with a Revivification Bastilidon to very rapidly resurrect slain models in any infantry unit and bring back even the most tattered units to full fighting strength. Additionally, should you encounter blobs of infantry that pose a notable danger to your larger beasties, Life slann are able to slap down Dwellers Below to deal frankly startling amounts of damage to practically every non-flying unit caught within its radius. **'''Light Slann''' - Light slann are fantastic supports for an infantry-heavy army namely due to two spells: Net of Amyntok and Birona's Timewarp. Like every other army, Net of Amyntok is an excellent tool for pinning down faster cavalry from the likes of Bretonnia or the Dark Elves so that your ''much'' slower saurus can catch up and engage them in melee (or to keep them still while your Salamanders incinerate them wholesale). Birona's Timewarp can turn the tide in a key engagement when used properly. Offensively, being able to cast Banishment much more frequently can also deal devastating damage to enemy infantry. That said, even your Greater Arcane Conduit will struggle to keep you topped off; the Lore of Light can consume your Winds of Magic quite quickly. **'''High Slann''' - Similarly to light slann, high slann are a hybrid offensive/support caster. Unlike the Lore of Light, you do have access to minor magical healing through Apotheosis and have access to an excellent anti-flier vortex spell in Tempest (Net of Amyntok is superior in most cases, however). High slann offensively specialize in single target damage and can deal devastating amounts of it between the Arcane Unforging and Soul Quench spells, giving them a solid niche against duelist lords/heroes and larger monsters. **'''Heavens Slann''' - Multiplayer only, the Heavens Slann is unfortunately the worst slann of the bunch. It's not that the Heavens lore is lacking nor is it the slann himself, but the fact that he faces strict competition against your Skink Priests of all things. A Skink Priest of Heavens, though lacking the Greater Arcane Conduit, is a much faster/smaller target by default and has access to several mount options that make him much more flexible offensively or defensively. Additionally, as a hero, you can take a more offensively focused melee lord or a slann attuned to a different lore for more magical variety. Even if you're only running one with nothing but the crest on his skinky-head, the cheaper price alone makes the Heavens slann a hard sell comparatively. :::'''Warhammer III''': All Slann become a bit more defensible with the boon of their own personal barriers, a ''much'' needed buff to these fat frog's personal defenses. Of course, barriers will do little to assuage prolonged and unsupported melee combat, but it will help protect them from the stray blast or occasional skirmish. :::'''Immortal Empires''': A minor nerf to the Slann, Star Chambers can now only ever be constructed in Province capitals, ''severely'' curbing how quickly you can recruit high-level Slann right out the gate. They can still be abused, though you now need to capture ''many'' more territories before you can crank out Slann on par with their Mortal Empires power level. The good news is, the Rite of Awakening is now free to use once unlocked and can be spammed on cooldown to try farming for second/third generation Slann. *'''Saurus Old-Blood''' - Offensive duelists through and through, saurus old-bloods are flexible masters of combat who can lead on foot, on the back of a cold one, or atop a mighty carnosaur (you'll usually want one on a carnosaur). Compared to the kroxigor ancient, saurus old-bloods are less powerful in melee combat but can be much faster and have marginally better faction support skills. For the purposes of both Multiplayer and Campaign, you'll want to avoid taking Old-Bloods as your lord (unless you have ''no'' DLC content). Their role can easily be filled by Saurus Scar Veterans, who ''don't'' take up your only Lord slot for the army (and are, for all intents and purposes, identical sans Campaign skill trees). If you insist on taking an Old-Blood, take Kroq-Gar. Otherwise, a Slann or Kroxigor Ancient would be better suited for your needs. ::'''Immortal Empires''': Saurus Old-Bloods get some new life pumped into their battle-tested bones in Immortal Empires, at least when fighting under Kroq-Gar's banner. Universal 15% Upkeep discounts for all armies led by Saurus Old-Bloods and an additional +1% Weapon Strength boost for each level your Old-Blood gains make these guys your go-to beatsticks. Their discounted upkeep costs also make it easier to field ''more'' armies which, especially in the mid-late game, is particularly valuable as your empire's borders outpace your glacial economy's ability to upgrade settlement infrastructure in a timely manner. Slann are, of course, still quite valuable, though with Sacred Spawning Caverns and Temple Guard Barracks providing increased starting ranks to Old-Bloods and Scar-Veterans, it's hard to say no to these guys. At least when riding with Kroq-Gar. *'''Red-Crested Skink Chief (DLC 1)''' - Your discount Lord and the one you'll want to take if you want to reserve as much money for your big beasties as possible. Of course, you could splurge a little to put him atop an ancient stegadon to scorch swaths of infantry with the Engine of the Gods (though if you're going to do that, you may as well spring for Tehenhauin so that you at least have access to the Lore of Beasts as well). The RCSC is a competent combatant equipped with poisonous, armor-piercing attacks that can make him surprisingly dangerous in a fight, though like everything skinky, he's a particularly squishy lord when unmounted. The best use you can put him to is boosting your heroes in a 'Pompous' trait-stacking lizardman hero army, which makes an already broken strategy even stronger. *'''Kroxigor Ancient (DLC 2)''' - Baby Nakais for those who don't quite feel up for splurging on the big boy himself. Kroxigor ancients are quite literally just watered down versions of Nakai; though they won't grant perfect vigour to all friendly forces near them, they will still wade through most infantry due to their size and mass and put out such raw damage that most non-elite infantry will falter swiftly against them. However, just like Nakai, they are completely helpless at range, are vulnerable to AP and anti-large weapons and are ''slow''. In competitive multiplayer, though they are still a bit of a niche pick, they are much more attractive than Nakai due to their cheaper price and because they have access to the Amulet of Itzl, which grants the Kroxigor Ancient 66% damage resistance for a short time. This can give them enough of an edge to eek out against enemy duelists or to survive long enough for reinforcements to arrive.
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