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====[[Lizardmen]]==== [[File:Lizardmen_Wallpaper.jpg|center|800px|thumb|A thousand pounds of reptilian muscle is heading [[Rape|straight for your ass]]]] Counting on the various types of dinosaurs, dinosaur-men, and [[Awesome|dinosaur-men riding dinosaurs]], the Lizardmen are the masters of Lustria and seek to complete the Great Plan of the Old Ones. Lizardmen used to have powerful, majestic cities that were leagues ahead of any other, so unlocking the full potential of the Lizardmen takes time and money; far more than the others. A prime example of this is the Geomantic Web: every capital in the game has Ley Lines only Lizardmen can see. These Ley Lines form a magical web that the Lizardmen can exploit to gain massive buffs to their capitals and troops, but require a LOT of investment and special building chains to make work. It's also worth noting that cities also use the ones next to them to determine their magical power, meaning that to make that Ley Line on your border into a lvl 5 like the ones deeper inside you will have to take enemy cities next door so you can improve them yourself. This encourages constant warfare and the natural debuff Lizardmen have in diplomacy means that war is easier than peace. They can also create "blessed" units, which are recolored and beefed up Lizardmen units that come from sacred spawning pools you can build in your cities, similar to regiments of renown. Their last unique campaign mechanic is the ability to search for the venerable Lord Kroak, a Legendary Hero that can be gained from following a unique questline. In battle a lot of their units have the potential to go into a rampage, making them ignore orders and just attack whatever unit is closest to them. To combat this, characters have access to the Cold Blooded ability which lets them stop a unit from rampaging. While units with the Primal Instincts trait will only rampage when they are below a certain health threshold. Lizardmen in-battle have little skill at ranged and vanguard with few units well suited to it, but nearly all late game units are big, beefy bastards with massive health, armor, and melee damage. Conversely what ranged units they do have are Skinks with Blowpipes and Javelins, and unfortunately their natural speed, vanguard abilities, and sheer Skinky awesomeness doesn't make up for short range and low ammunition. Though this is slightly alleviated by the addition of Salamanders and the Ancient Salamander in their Lord Pack, which added some much needed ranged firepower to their toolkit. Lizardmen are a Brute army that hits like a truck with no subtlety involved, but that giant T-rex and sledgehammer wielding Crocodile-Men (they literally do Death Rolls as an animated kill) are so awesome you probably won't care. Interestingly, recruiting a slann mage priest is surprisingly ornate as befits the fluff of the lizardmen. You can't recruit Mage priests like regular lords, but need to build a Star Chamber, and then enable the '''option''' to recruit a slann mage priest via a rite. These rites are periodical, just like the rites for all other races, meaning that you have to choose between selecting a frog magician and other major effects on the campaign map. Their base game Legendary Lords are Lord Mazdamundi and Kroq-Gar. Later joined by [[Tehenhauin]] (The Prophet & the Warlock DLC), Tiktaq'to (FLC), Nakai the Wanderer (The Hunter & The Beast DLC), and Gor-Rok (FLC). :: [[Lord Mazdamundi]] leads '''Hexoatl''' as the primary subfaction starting in, you guessed it, Hexoatl in the Vortex Campaign, and maintaining that position in Mortal Empires. The faction mechanics are a cost reduction to Star Chamber construction, a cost reduction for activating Rites, and an increased Mage-Priest capacity. Obviously to encourage players to take a more spell-caster oriented thematic playstyle. They also have a diplomatic malus with most factions, to showcase the somewhat genocidal habits Mazdamundi has. Lord effect wise he has a hefty upkeep reduction for Temple Guard units in his army. His quest items include the Sunburst Standard of Heoxatl and the Cobra Mace of Mazdamundi, and can gain a unique Stegadon mount when properly leveled. The primary Caster Lord for the Lizardmen, Mazdamundi comes with his own mixed lore of magic, a unique Wind Spell called "Ruination of Cities'', and can become quite a powerhouse once on top of his trusty (totally not a Dinobot) mount Slaaq. :: [[Kroq-Gar]] leads the '''Last Defenders''' as a subfaction, starting in the Temple of Skulls in the Vortex Campaign, as well as in Mortal Empires. The sole faction mechanic is a faction wide upkeep reduction. While Lord effects include a significant upkeep reduction for Saurus and Cold One units, Leadership and Armour bonuses for several monstrous units, and an increase to ambush chance for Kroq-Gar's army. His quest items include the Revered Spear of Tlanxla and the Hand of the Gods, while he can also mount on his unique Carnosaur Grymloq (also totally not a Dinobot). The main melee guy for the Lizardmen, Kroq-Gar is a powerhouse that rivals Kholek when he is on his pal Grymloq. Boasting impressive combat states, and his Hand of the Gods item gives him a unique magic missile that can dish out a ton of hurt when it connects. As he levels his yellow tree in campaign, he also gains access to the unique Swiftness of Itzl skill which ironically functions similarly to Verminous Valour, releasing a quick burst of AOE damage that pushes away foes and lets him make a hasty escape. :: [[Tehenhauin]] leads the '''Cult of Sotek''' as a subfaction, starting in Kaiax in the Vortex Campaign, and Xlanhuapec in Mortal Empires. The main faction mechanics is the unique Sacrifice campaign mechanic (capturing sacrifices after a battle and exchanging them for RoRs, and other bonuses), a significant decrease to the Rite of Sotek, and a +200% bonus to upkeep cost on Saurus units until you complete the first state of the Prophecy of Sotek. Lord effect wise he gives a physical resistance to all Skink units in his army, leadership bonuses to all his units when fighting against Skaven, and gives a bonus to untainted in a local province. The main unique campaign mechanics is the aforementioned PRophecy of Sotek, fulfilling several objectives in order to summon the Serpent God to the mortal plane once more. The second of which starts something called the Skaven War, which makes all Lizardmen factions go to war with all Skaven factions on the map, with diplomacy locked out. He starts with the Blade of the Serpent's Tongue as his unique weapon, and his quest item is the Plaque of Sotek. He can later be mounted on an Ancient Stegadon with an Engine of the Gods, though it is sadly not named after a Dinobot like the rest of the Lizardmen LLs. He is a hybrid Lord able to case the Lore of Beasts and can put up a pretty decent fight when he has to. Has a unique skill tree line campaign wise that offers a mutually exclusive choice of buffing the shit out of his Skink focused army, or boosting the Empire management element with upkeep reductions and the like. :: [[Tiktaq'to]] leads '''Tlaqua''' as a subfaction, starting in Tlaqua in the Vortex Campaign and in Mortal Empires. He brings a host of faction effects, with the main one being that his Skink Heroes all start with a Terradon mount right off the bat, an increase to campaign line of sight for all characters, Terradon riders gain an additional set of rocks that they can drop on enemy units, and finally he has the unique (and arguably broken) Rite of Tzunki. Lord effect wise he has an upkeep reduction for Terradon Riders and Ripperdactyls, and gives a melee attack bonus to his army when fighting in foreign territory. He starts with the Blade of the Skies as his unique weapon, and his quest item is his Mask of Heavens. The Master of the Skies was somewhat of an odd choice to include at the time, but fulfills a decent niche in the Lizardmen Lord lineup. He starts off mounted on his unique Terradon Zwup (completing the OG Lizardmen Dinobot mount trio) being the first flyer focused Lord in the trilogy so far. With his unique skill tree providing many buffs for various aerial units, and boosting the power of his unique Drop Sphere of Tepok ability. :: [[Nakai the Wanderer]] leads the '''Spirit of the Jungle''' subfaction of Lizardmen, which is the first (and likely only) Lizardmen Horde faction. Unlike other Horde factions, Nakai does retain territory conquered through a vassal subfaction of Lizardmen called the Defenders of the Great Plan. Territory given to this vassal allows Nakai to dedicate a temple to different Old Ones, which in turn unlocks new benefits to Nakai. Unfortunately, Nakai has no direct control over how the Defenders of the Great Plan build these cities or how the AI controlling them actually defends itself from attackers. This can lead to some very frustrating times where Nakai will struggle to maintain income compared to other Lizardmen lords or will have to constantly double back to protect poorly protected cities. Only Nakai's personal army can unlock new units for recruitment; all other lords must rely entirely on Nakai's horde teching up in order to recruit new units for their own armies. Nakai himself is a hell of a beatstick; He inflicts speed, vigour and leadership debuffs on enemies in range of him, passively grants perfect vigour to allied units nearby, and can buff himself and nearby allies with Primal Roar to increase their punchiness at the cost of making them Rampage. :: [[Gor-Rok]] the Great White Lizard is the FLC Lord of the '''Itza''' subfaction. As a Lord, Gor-Rok is built like a truck; regeneration and defensive bonuses allow him to stick into combat until the bitter end where other leaders (even characters like Kroq-Gar) might break and run. This is somewhat mitigated by Gor-Rok's slow movement speed and his lack of any mount options, which significantly limits his offensive capabilities compared to other legendary lizard lords. As for what he brings the faction of Itza, a flat 20% upkeep reduction in Saurus units lets you really splurge on them compared to your other factions (even Kroq-Gar's, since his cost reductions are limited to ''his'' army). The main selling point, however, is Lord Kroak. He just starts the game with him unlocked and in his army, Deliverance of Itza and all. This alone makes Gor-Rok's campaign the easiest in the eyes of experienced players, despite having a start in the toughest continent, Lord Kroak destroys all. The other minor bonuses his army provides are small defensive buffs while inside your/friendly territory or while defending during a siege. :: [[Oxyotl]], "He who hunts unseen", finalizes the Lizardmen Legendary Lord roster.Leads the '''Ghosts of Pahaux''' as a subfaction. Oxyotl starts his Mortal Empires campaigns in the far, frozen northern province of Deadwood in the aptly named Frozen City. His faction has universal habitability (considering where Oxyotl's former stomping grounds were, I'm sure anywhere in the material realm is a pleasant retreat), allowing him to set up shop wherever you send him. And oh, what places you'll send him; his primary faction mechanic involves teleporting himself and his banner army across the world to take down key targets that threaten the Great Plan. Killing certain lords, razing or capturing certain cities, each task Oxyotl completes rewards him with gems to build secret sanctums (functionally akin to Skaven undercities), Blessed Spawnings and temporary performance buffs for the army. Failure to do so within the time limit results in some rather punishing demerits, ranging from permanent buffs for the enemy army you were ''supposed'' to kill to actually causing the Chaos Invasion to happen sooner. Because Oxyotl himself is constantly warping all over the map, players will typically need to rely on generic lords to defend/expand the homelands. In a pinch, Oxyotl can always teleport his army back to his capital city and up to one Silent Sanctum of the player's choice. Their rites include ::'''Rite of Awakening''': Summon a slann mage priest ''requires Star Chamber''. Upon completion, the rite allows the player to choose between a Light, Life, High, or Fire slann mage-priest of either the Second, Third or Fourth generation (with earlier generations having much better Winds of Magic reserve bonuses compared to the later gens). ::'''Rite of Ferocity''': Units gain XP per turn passively and can be recruited with two levels of veterancy. Gain more loot after the battle. Costs 1400 gold. ::'''Rite of Sotek''': Enables attrition for enemies in your territory. 50% extra chance to succeed in ambush. Costs 2100 gold ''requires an ambush battle where you win (either as the ambusher or the ambushed).'' ::'''Rite of Primeval Glory''': An army of feral Carnosaurs, Stegodons and Bastiladons appears at your capital led by a random lord. All armies gain the "feral cold ones'' ability. costs 8400 gold. ::'''Rite of Tzunki''': Unique to Tlaqua and it's leader Tiktaq'to, as well as probably a nominee for most broken rite. When used, it completely resets the campaign movement for every banner army under the player's control, doubling (or effectively tripling) the distance their armies can travel in a single turn. A clutch use of this power can let Tiktaq'to and all other lords chase down multiple armies or assault multiple settlements in a single turn, though the cost and cooldown do prevent the rite from being spammed to hell and back. One additional caveat that ''must'' be considered is that any armies that were in the "March" stance when this Rite is used will be locked in the march stance for the remainder of the turn. While this lets your marching armies cover frankly obscene distances, it does completely shut down their offensive options for the turn, so caution should be considered before using the rite. ::'''Rite of Allegiance''': Exclusive to Spirit of the Jungle. Grants a bonus to your armies' replenishment rates, buffs the Defenders of the Great Plan's income, and spawns them an unbreakable army to defend their lands. ::'''Rite of Rebirth''': Exclusive to Spirit of the Jungle. Buffs the growth rate of Hordes while reducing unit recruitment and upkeep costs in addition to construction cost reduction for his personal horde. ::'''Rite of Mastery''': Exclusive to Spirit of the Jungle. This one's all about the Kroxigors, with an increased recruitment rank and buffs to Weapon Strength and Armor for anything Kroxigor related. ::'''Rite of Resilience''': Exclusive to Itza. Buffs your Saurus unit's defensive stats and grants them Unbreakable, letting you turn the entirety of your army into a brick wall intent on clubbing anything in front of it to death. Their roster can be found [https://www.totalwar.com/blog/lizardmen-army-roster/ here], and their trailer [https://www.youtube.com/watch?v=g3CmxjTFv_Y here]. [[Total War Warhammer/Tactics/Lizardmen| More specific tactics here]] <gallery mode="nolines"> File:Hexoatl.png|Hexoatl File:Last_Defenders.png|Last Defenders File:Cult_of_Sotek.png|Cult of Sotek File:Tlaqua.png|Tlaqua File:Spirit_of_the_Jungle.png|Spirit of the Jungle File:Itza.png|Itza File:Ghosts of Pahaux.png|Ghosts of Pahaux </gallery>
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