Editing
Warhammer Army Project/Lizardmen
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Magic=== * '''Life:''' Stick your Slann in a unit of Temple Guard, sit on your Throne of Vines, be within 12 inches of your Oldblood or Scar Vet and whore the hell out of Earth Blood, Flesh to Stone, and Regrowth until the game ends. * '''Metal:''' The lore has improved for everyone, including Lizardmen. The lore attribute now benefits all its spells. More importantly, Glittering Robe is both a point easier to cast and stacks with Natural Armour, giving that Temple Guard unit a juicy 1+ Armour Save. Enchanted Blades are as strong as ever for the average weapon skill focused army. * '''Light:''' Probably the best lore to make your units as killy as possible, considering they already have high toughness and decent armor. Throwing Speed of Light and TimeWarp on your unit of Temple Guard is broken- ASF, 3 Attacks re-rolling misses. Take it against undead armies every time. Still viable against others. * '''Fire:''' Tough lore to recommend when you can have your Slann know all signatures or Loremaster high magic and take what you need. There are not enough good spells here to take a Slann. Super viable on your Skink Scroll Cadey. **A bit straitlaced, this lore can help fill the gap of long-range firepower that Lizardmen have, and put down fast, long-ranged units. Flaming Sword of Rhuin can situationally make your Skinks a good bit more dangerous, aiming through a Skink Priest means lining up perfect Flaming Heads has never been easier and your own units generally have high enough Toughness and Leadership to mitigate friendly fire, and Fulminating Cage can straight up delete problematic units that could otherwise harass and stay out of range of your Saurus blocks. Don't let the associations of the lore being mainly used by lower-level casters discourage you from the raw blasting power a Fire Slann offers, but do be aware that blasting is pretty much all you're doing, and besides the ranged units, Fire excels at killing things your dudes already great at butchering. * '''Beast:''' If you need your characters to survive challenges, this is the one. Suppose you have a lot of Cold-Ones, even better. **The other Skink lore. Generally quite decent. You'll almost always have a monster for the Lore Attribute and a cheap scroll caddy Skink can get some consistency from it. Still, the real draw is getting Wildform off on a big block of Saurus Warriors, Temple Guard, or maybe a Scar Vet to shovel some coal into the Saurus rape train. The Amber Spear is neat, as it can fill a niche Lizardmen sometimes struggle with. Impenetrable Pelt and Savage Beast can help a Scar Veteran or Oldblood survive or kill a Vampire Lord or Chaos Lord in combat, but the rest of the lore is kinda meh. Don't bother taking it on a Slann unless butchering a Vampire Lord is something you anticipate needing to do regularly, even then, Light is probably the better counterpick. Skink Priests can cast what we really want in most cases. In case you wanted to try it, unfortunately, Slann uniquely cannot cast Transformation of Kadon, because the fat bastard refuses to get off his mobility scooter due to the Palanquin rules. * '''Death:''' Purple Sun against Dwarfs or Ogres. You could potentially cast Soulblight and Wildform in one combat and create a 2 point difference in strength and toughness with High Magic. Making your Longbeards vs. Saurus combat more like a Dragon Ogre vs. State Troop one. Doom and Darkness Combined with Harrowing Scrutiny is potentially -5 leadership to the unit you're fighting... ** Bit of an odd relationship. On the one hand, Lizardmen are arguably the best casters of the lore; few armies can make quite as good of use as the massive surplus of power dice you'll be generating as Lizardmen, and the chief drawback of the lore, the short-range on most of the spells, is more or less entirely mitigated as your Slann can just cast through a Skink, rather than get within spitting distance of that Bloodthirster himself. On the other hand, the lore excels at character sniping, and if there is one thing Lizardmen really don't need help with, it's murdering characters. Additionally, while Purple Sun is tantalizing, one even slightly bad scatter, and you will fuck your own army far harder than you will the enemy. It's not a dead lore for us, but it's not something you should just slap on a standard army list; you need to build your army with consideration for the lore. In very large games, where you can run more than one Slann, a Death Slann can generate absurd amounts of dice, that the other can absolutely violate the board with. * '''Shadow:''' Any spell cast is now also an escape button for a slann. A lot of enemy debuffs. You should never miss out on Mindrazor and The Withering (Slanns are expensive, so always take the best). * '''Heavens:''' have a lot of good things. Signature lets saurus hit first. Harmonics helps Predatory Fighters trigger. Slann taking the Lighting Spells are especially effective when fighting heavy armour. ** One of your choices for your Skinks, so you will almost always have one or two on the board. Actually pretty handy, the signature spell can mess with war machines something fierce or make foes slower than saurus, which we always appreciate, and Thunderbolt might be able to finish off a character that your Scar Vet barely missed a kill on. The buff and hex are okay for Saurus. Never take it on a Slann; if you want a high-level Heavens caster, it's probably for Comet of Cassendora, but Tetto'ekko gives bonuses to that spell specifically and is cheaper to boot. His bonuses to Comet make us significantly better at hitting with it when we want to, making the spell jump from a gimmicky toy to a genuinely threatening move. Just take him if the thought of a Heavens Slann crosses your mind, or leave the Lore to your Skinks otherwise. *'''High:''' Why have one when you can have them all? You need to cast a High Spell before getting another spell of that level or lower with its Attribute. It's already solid lore with spells to support your saurus and mess with your opponent, and then you can grab any other spell when you needed. You only take other lores on Slanns because you don't have the Dice economy to throw out all the game-enders and your opponent just needs you to dispel your high magic spell to stop you from using your lore attribute.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information