Warhammer/Tactics/6th Edition/Lizardmen: Difference between revisions
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=== Named Characters === | === Named Characters === | ||
* '''Venerable Lord Kroak:''' | * '''Venerable Lord Kroak:''' | ||
In 6th edition Kroak is at the most powerful it's ever been, kicking it with Zacahrias the Everliving and all the other old school costs-more-than-2-dragons lord choices. What this ludicrous amount of points nets is the toad-father of all wizards, with 6 spells known that can be rolled from any corebook lore, plus 2 unique spells, one shared with all slanns that can shut down enemy casters hard, the other being a massive AOE that ruins units and outright destroyes buildings, and they all are cast at +2, provoke no miscast effects, and can be cast through any other Wizard in your army as if they were Kroak. Not satisfied? Try 2+ ward save, which becomes 3+ in btb; -1 to be hit, atuomatic str 3 panic inducing hit against anything on btb, which becomes str 5 against daemons; immunity to magic weapons; all the Slann Spawning powers; +2 to dispel; +1 power and dispel die; magic resistance 2; and all the other palanquin rules for Slanns. What's not to love? Well... | |||
At 1225 (!!!) points and occupying the slots of a Lord, Hero and Rare choice, Kroak is basically impossible to field outside of a gentlelizard duel with an opponent also rolling with some titanically oversized model. Not to mention that if you ever lose Kroak (unlikely, but stlll...) you forfeit 200 VPs and can't even win the current match. Period. | |||
So yeah, there's that. | |||
* '''Kroq-Gar:''' | * '''Kroq-Gar:''' | ||
Way more reasonably costed than Kroak... which is not saying much as this sexy beast is still 573 points (220 are for Grymloq). If either of them dies, the survivor gets Frenzy, which in the case of Grymloq can never be lost for the remainder of the battlefield. Speaking of Grymloq, he lacks the Blood Frenzy rule for regular Carnosaurs... but has one more Attack stock, which is basically all the upsides without downsides. As for the rider, Kroq-Gar packs the triple spawning of Quetzl (+1 armor save, bringing it to 3+ when combined with scaly skin and light armor), Itzl (for Grymloq) and Xhotl (Unique to Kroq-Gar, bestows a 5+ ward save, which is very relevant in an era prior to the ubiquitos Ward Save BRB amulets, and slaps anyone who gets true with a str 5 hit.). Keeping in with the cavalry theme, Kroq-gar must be your general and wants you to build a mobiel army, swapping Cold One Riders and Saurus Warriors around, making the former Core and the latter Specials (incidentally this means Sauruses with one spawning are Rare, and you can't have Surus units with 2). Not the most relevant of changes, but it does preclude you from bringing both a stegadon and a unit of salamanders if you have, say, Sotek-blessed warriors, so beware. For gear, Kroq-gar carries the Hand of Gods, which is a ranged weapon in this edition that can target every unit in Kroq-gar's frontal arc in 8" range for D6 str 4 hits, and the Spear of Tlanxla, which gives +1 str on the charge and forces units who took losses from it to test Leadership and flee on a failure before combat results are determined. This is not as relevant against high disciplined units and mostly works on chaff and low leadership tarpits, things that Kroq-gar both mulches through already and shouldn't be wasting time fighting... but hey, sometimes it's worth it to see a unit of Chaos warriors win combat, roll a 9 and flee anyway. | |||
In other words: pricey, does weird things to your FOC, and a bit unsure of what role it wants to be in, but on the other hand durable (for 6th anyway) and at least as lethal as you'd expect an oldblood on carnosurus to be without being forced to always pursue. | |||
=== Lords & Heroes === | === Lords & Heroes === |
Revision as of 06:51, 27 September 2021
UNDER CONSTRUCTION
Why play Lizardmen?
Army Special Rules
Cold-blooded: All leadership test are thrown with 3D6 and the highest value is discarded.
Units Analysis
Named Characters
- Venerable Lord Kroak:
In 6th edition Kroak is at the most powerful it's ever been, kicking it with Zacahrias the Everliving and all the other old school costs-more-than-2-dragons lord choices. What this ludicrous amount of points nets is the toad-father of all wizards, with 6 spells known that can be rolled from any corebook lore, plus 2 unique spells, one shared with all slanns that can shut down enemy casters hard, the other being a massive AOE that ruins units and outright destroyes buildings, and they all are cast at +2, provoke no miscast effects, and can be cast through any other Wizard in your army as if they were Kroak. Not satisfied? Try 2+ ward save, which becomes 3+ in btb; -1 to be hit, atuomatic str 3 panic inducing hit against anything on btb, which becomes str 5 against daemons; immunity to magic weapons; all the Slann Spawning powers; +2 to dispel; +1 power and dispel die; magic resistance 2; and all the other palanquin rules for Slanns. What's not to love? Well... At 1225 (!!!) points and occupying the slots of a Lord, Hero and Rare choice, Kroak is basically impossible to field outside of a gentlelizard duel with an opponent also rolling with some titanically oversized model. Not to mention that if you ever lose Kroak (unlikely, but stlll...) you forfeit 200 VPs and can't even win the current match. Period. So yeah, there's that.
- Kroq-Gar:
Way more reasonably costed than Kroak... which is not saying much as this sexy beast is still 573 points (220 are for Grymloq). If either of them dies, the survivor gets Frenzy, which in the case of Grymloq can never be lost for the remainder of the battlefield. Speaking of Grymloq, he lacks the Blood Frenzy rule for regular Carnosaurs... but has one more Attack stock, which is basically all the upsides without downsides. As for the rider, Kroq-Gar packs the triple spawning of Quetzl (+1 armor save, bringing it to 3+ when combined with scaly skin and light armor), Itzl (for Grymloq) and Xhotl (Unique to Kroq-Gar, bestows a 5+ ward save, which is very relevant in an era prior to the ubiquitos Ward Save BRB amulets, and slaps anyone who gets true with a str 5 hit.). Keeping in with the cavalry theme, Kroq-gar must be your general and wants you to build a mobiel army, swapping Cold One Riders and Saurus Warriors around, making the former Core and the latter Specials (incidentally this means Sauruses with one spawning are Rare, and you can't have Surus units with 2). Not the most relevant of changes, but it does preclude you from bringing both a stegadon and a unit of salamanders if you have, say, Sotek-blessed warriors, so beware. For gear, Kroq-gar carries the Hand of Gods, which is a ranged weapon in this edition that can target every unit in Kroq-gar's frontal arc in 8" range for D6 str 4 hits, and the Spear of Tlanxla, which gives +1 str on the charge and forces units who took losses from it to test Leadership and flee on a failure before combat results are determined. This is not as relevant against high disciplined units and mostly works on chaff and low leadership tarpits, things that Kroq-gar both mulches through already and shouldn't be wasting time fighting... but hey, sometimes it's worth it to see a unit of Chaos warriors win combat, roll a 9 and flee anyway. In other words: pricey, does weird things to your FOC, and a bit unsure of what role it wants to be in, but on the other hand durable (for 6th anyway) and at least as lethal as you'd expect an oldblood on carnosurus to be without being forced to always pursue.
Lords & Heroes
- Slann-Mage Priest:
- Saurus Oldblood:
- Saurus Scar-Veteran:
- Skink Chief:
- Skink Priest:
Core Units
- Saurus Warriors:
- Temple Guard:
- Skink Skirmishers:
- Jungle Swarm:
Special Units
- Saurus Cavalry:
- Kroxigors:
- Terradons:
- Chameleon Skinks:
Rare Units
- Salamander:
- Stegadon:
Tactics
Know your Weaknesses and know your Strengths
Army compositions
Synergies
Warhammer Fantasy 6th Edition Tactics Articles | |
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