Warhammer/Tactics/6th Edition/Lizardmen: Difference between revisions
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*4th: 40 points for ignore miscasts. A steal. You are bound to double 1 with all the spells you are going to cast and when it happens you're going to be glad you have this. | *4th: 40 points for ignore miscasts. A steal. You are bound to double 1 with all the spells you are going to cast and when it happens you're going to be glad you have this. | ||
*3th: 85 points, plus a Hero choice and granting 100 move VP if killed. Approaching a level where only 3000+ points games are going to cut it. On the other hand, the upsides are pretty sweet... +1 wound, and Drain Magic, an easy to cast spell that can absolutely shut down an enemy wizard. When you play against magic heavy armies a 9+ cast of this is going to completely ruin their gameplan, so know your enemy, as they say... | *3th: 85 points, plus a Hero choice and granting 100 move VP if killed. Approaching a level where only 3000+ points games are going to cut it. On the other hand, the upsides are pretty sweet... +1 wound, and Drain Magic, an easy to cast spell that can absolutely shut down an enemy wizard. When you play against magic heavy armies a 9+ cast of this is going to completely ruin their gameplan, so know your enemy, as they say... | ||
*2th: 135 points, an additional Rare choice, AND 200 additional VP conceded if it dies. Holy shit. What you get is another wound, and a *free* power die on *each* cast, which is ridiculous. | *2th: 135 points, an additional Rare choice, AND 200 additional VP conceded if it dies. Holy shit. What you get is another wound, and a *free* power die on *each* cast, which is ridiculous. Sure it's 460 points naked, but you are paying for the best wizard in the game. | ||
==Units Analysis== | ==Units Analysis== |
Revision as of 08:20, 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.
Amphibious: Skinks, Kroxigor and Salamanders. You count water bodies as open terrain and they grant you light cover, too. Never forget you have this, park your skirmishers in a swamp and blowdart away.
Blowdart: unique weapon, presented as a special rule. 12" range, multiple shots x2, str 3 and poisoned, you know the drill. Makes your Skinks really good at tearing through units if they don't move.
Sacred Spawnings: marks of chaos, in my lizardmen? More likely than you think! Units of Warriors and all your Saurus characters can receive 1 or 2 spawnings (3 for an Oldblood) which have a flat cost per unit and move Warriors from Core to Special or Rare, depending on whther you pick one or two spawnings. Characters need the Itzl spawning to pick a mount (basically it's a 5 points tax that also precludes 3-spawning carnosaur riding oldbloods or oldbloods) and can only join units of unmarked Warriors or Warriors who match their spawnings (so a Sotek/Chotec Scar-vet can join units of unmarked, Sotek, Chotec or Sotek/Chotec marker Warriors, but not units of Tepok, ot Sotek/Tepok marked ones).
- Tzunki: grants Amphibious, +1 Initiative. Meh. But it's cheap very cheap and makes you laugh at rivers and marshes. Also you become teal. 5 points (character) / 10 points (Unit)
- Sotek: the classic. +1 attack on the charge, which in this edition means Always Strikes First? Saurus were made for this- Skinks, not so much, though hilariously they can take it as well (don't do it). It is very expensive though, but probably worth it to make your Saurus red. 20/30 points.
- Quetzl: +1 armor save, basically giving your Warriors heavy armor and your characters Gomril. Not bad on a saurus pike wall. 15/30 points.
- Tlazcotl: immune to psychology. Not amazing with cold blooded beign a thing already, and doesn't apply to stupidity from Cold Ones either. Also makes you yellow? Probably a pass. 20/20
- Chotec: getting there. +1 dice and choose the 2 best results on pursue moves, guarantees you catch whatever is fleeing from you. Reasonably cheap, but is it better than Sotek? Orange scales pop well on blue Saurus, at least. 15/20.
- Huanchi: situational, but Wood Elves will throw models at you for making your unit go through woods and jungles as if it was open terrain. Expensive for this amount of satisfaction, though. 20/25 points
- Tepok: +1 dispel die. Ever wanted to be purple? Odds are if you have a Slann you don't need this, unless you are having a magic slapfest with a Tzeentch player. 20/30
- Itzl: character only, 5 points, get a mount. Yawn. You will need it and you will curse having to get it.
- Blessed Mark of the Old Ones: character only, 35 points. Lets you reroll D3 (roll before the battle begins) D6s but bans you from other spawnings and comes with a host of safety nets like one character ONLY per army. Skinks can get it as well though, and you can join whatever unit regardless of spawnings. Also chosen albino Saurus? I wonder where did this end up in later editions...
Slann Generations The grandad of Slann Disciplines. You pick what generation you want your Slann to be part of, pay the points tag, and get the benefit of all the lower ones as well.
- 5th: bog standard Slann. Gives the ability to mix and match from all BRB lores when generating spells.
- 4th: 40 points for ignore miscasts. A steal. You are bound to double 1 with all the spells you are going to cast and when it happens you're going to be glad you have this.
- 3th: 85 points, plus a Hero choice and granting 100 move VP if killed. Approaching a level where only 3000+ points games are going to cut it. On the other hand, the upsides are pretty sweet... +1 wound, and Drain Magic, an easy to cast spell that can absolutely shut down an enemy wizard. When you play against magic heavy armies a 9+ cast of this is going to completely ruin their gameplan, so know your enemy, as they say...
- 2th: 135 points, an additional Rare choice, AND 200 additional VP conceded if it dies. Holy shit. What you get is another wound, and a *free* power die on *each* cast, which is ridiculous. Sure it's 460 points naked, but you are paying for the best wizard in the game.
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:
A large magical Kermit on a flying stone chair which fries everything with magic. What is not to love? Well for one, it's 325 points vanilla, but on the other hand tricked out 6th ed Lords ARE expensive and a vanilla Slann is basically a souped up mage from any other army. Pick spells from any lore, check. Mix and match them? Check. Free +1 to cast AND dispel? You bet. Cast through the eyes of a Skink Priest? Sure. Cast from melee? No problem, not that you would ever be in melee because of the palanquin rules putting you in the second rank of any unit you join (not a big issue in 6th ed where the second rank doesn't get to attack). Tack on 6 wounds and an in-built 4+. And unity strenght 5, sure. You can also make the Slann be both General (and they will because of their LD 9) and BSB (not as bad as it sounds if you are in a Stubborn TG unit with cold-blooded) for 25 points. Add generations and magic items and this frog gets mighty expensive. Your best budget option is probably 4th generation and Tepok's Plaque for + 1 spell at a comfortable (ack) 380 points.
- Saurus Oldblood:
Slaps hard, with 5 str 5 attacks, inbuilt heavy armor, and a good selection of fairly costed magic items. Units will be munched for breakfast on the charge, especially from atop a Cold One, and you aren't paying too much for it at 145 points base. The sticking point is obviously I3 and WS6, a dire proposition against dedicated duelist characters, which is what you SHOULDN'T be fighting if you can avoid it unless you kit out for bears. Mount options include a Cold One (yes) and a Carnosaurus.
- Saurus Scar-Veteran:
Oldblood -1, in basically everything but dat amazing base 5 str and in built armor. 85 points of carnage begging to be taken on a Cold One. Can be your BSB if you are slann-less, which is not a common occurrence. Still plows through units like a farmer through a field. Honorable mention to the Jaguar Saurus of Doom, a Great Weapon-toting foot fielded Saurus with the Jaguar Charm giving it a 18" charge range to keep small flanking units honest and tear through light cavalry.
- Skink Chief:
Well, it's cheap? Later units have been generous to this honcho, as your only mount here is the stegadon which will LOSE the use of the greatbow! Leadership 6 means it's also not great at leading skinks either. The chief is fast, at least, and with I5 and paired weapons it can shred through light units... but why do that when the JSOD is a thing?
- Skink Priest:
Oh no, it's limited to Heavens! The best lore in the game! Whatever shall we do? Memes aside don't leave home without one of these small douchebags in your pockets, they do it all. Scroll caddy? Check. Heaven spam? Check. LOS extenders for Slann? Check. Love the small skink with a staff for they are shaped like a friend.
Mounts
- Cold One:
Saurus heroes on mounts have never been bad, and while the Jaguar Charm was a thing in this edition, sticking a scar vet in a unit of cold one riders WILL result in very expensive, heavy armored carnage. Grants a very sizeable save bonus of +2, swings as hard as a Saurus, cause Fear, and stupidity is less of an issue with Cold Blooded.
- Carnosaurus:
Obligatory monster mount. 210 points is not that expensive as far as monsters go, but neither is the Carnosaurus the most cost effective monster. WS3 is kind of stinker when you are supposed to go after other monsters who will probably have a higher WS (ahem, dragons...) than you do to cash in your D3 damage on Large Targets, but your 4 attacks at 6 strenght, 5 toughness, 4+ armor and need to kill a model to trigger Blood Frenzy (it's like frenzy but it never ends) means you are more suited to devouring heavy cavalry. That said, you ARE cheaper than a dragon and carry a very scary rider... just don't get into fights with a large block of infantry on your own.
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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