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=== Know your Weaknesses and know your Strengths === Sure it sucks to be playing a balanced army! Luckily the almighty toad is here to deliver. In case it wasn't obvious, lizardmen are kind of an incomplete army in 6th edition, with a rather small selection of units and lacking some options altogether, like light cavalry and a dedicated ranged units. On the other hand there is very little the power of magic cannot do and we are absolutely poised to rule the magic phase ruthlessly. Opponents who brought a fighter Lord might as well roll over and die immediately, those who brought an half decent caster are free to do so after a cast of Drain Magic. The power of a Slann with a backup Skink Priest is quite incredible and should persuade you to bring a frogelord instead of the Oldblood most of the times. Movement is very important in 6th edition. Because we are lacking in the long range department, it can be a painful proposition to slog your infantry through the field while your opponent rains fire on you unopposed. Movement 4 infantry is not going to cut it on its own, that's where all your 6 move skirmishers and Shadow slann have to pull their weight to control the battlefield and push your units forward. Lizards are amongst the armies who really need an answer to backline artillery to be always present in their lists, be it chameleons, massed scouts, terradons or Heavens magic spam, and possibly a backup answer too. On the other hand we are uniquely poised to ruin the marching moves of our opponents through a strongly prejudiced use of scouts and fliers. Every turn your opponent's mainline is not advancing is one more turn of your salamanders raining fiery death on them. Remember we REALLY need our saurus units to do the charging rather than be charged. Use salamanders, skinks with javelins and a JSOD hidden in a infantry block to discourage light cavalry and chariots from getting around your sides, which should be clear at all times.
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