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==Tactica== A school of thought stipulates that to win in WFB you need to control 2 out of the 4 Phases in a turn. Lizardmen have magic and combat handed to them, so choosing not to take a Slann is only helpful if you're sure that its power as a magic-user is unnecessary in the battle to be played. Lizardmen don't have the mobility to control the Movement Phase and we really don't have any truly dedicated ranged units like Elves or Empire. One should not play defensively because of the lack of mobility on Lizardmen units and lack of long-ranged firepower. Imagine if Dwarfs lacked their warmachines and ranged units. No one would play Dwarfs because you could shoot the crap out of them for 3-4 turns and then run around behind them and flank the survivors. Lizardmen can't just stand there and shoot. The whole army needs to grind forward. Grind is really the best word here, if you're doing it right you should be making steady progress and crush anything that tries to stall you. While some units can really move around compared to your Saurus, those units are all skinks, which means they're dead if your opponent looks at them with raised eyebrows. The exception is the Cold One and Horned One Riders, which will cost some, therefore, will never be fielded in the numbers necessary to play them in a super-effective way. :'''Alternative view''': ''Cold One cav cost 24 points each whereas Saurus cost 11. Saurus on foot get 2 Attacks, whereas Cold One riders get 3, and 2 of those are at Strength 5 on the charge. They also have an M7, a base 4+ Armour Save, and 1 extra WS, which helps a surprising amount. The big thing is that with 1" bases, you reach critical mass very easily. Basically, with 210 points, you'll get 12 hits from COC against WS3 at S4/5 on the charge, and COC won't die easily. 210 points of Saurus give you 9 hits or 12 with spears if you run them 6 wide, which you should at that point cost. All in all, COCs are situationally more point cost-effective than Saurus, generally against WS3, S3/4 units. Either way, in a standard list, run 5 COC to flank charge existing combat.'' Mobile armies will be a pain in the butt, especially if they have ranged cavalry as you will never catch them without carefully noting terrain placement etc. Against mobile armies like Bretonnia and Wood Elves, don't wait for the knights or warriors to charge your flanks. Get a Skink skirmisher unit to stand in the way or charge them. Tarpits are something to avoid, even though your Saurus units will probably wipe out the offending unit (unless it's a half-decent one like a Hammerer dart with a Dwarf Lord running a 1+ rerollable Armour Save and a 4++ in front or sword and board Grave Guard), it wastes time and options. That said if you do get tarpitted, don't worry. 90% of tarpits won't do much to your Saurus and very few have a real chance of beating 40+ Saurus Warriors (you did take a Horde, right?). Try to avoid tarpits getting to your Temple Guard as you want them to be free to deal with issues not bogged down playing whack-a-mole. <strike>Warmachines are the most annoying things for Lizardmen players. You have 2 options to deal with them quickly. Players who rely on warmachines to win are pussy bitches or Dwarfs and should be mocked as such. When they hit, stone Throwers are absolute cunts, and several Bolt Throwers will quickly chew through a unit. Against Dwarfs, this is doubly so. In fact, during a Dwarf player's Deployment Phase while they look to place their lame-ass contraptions, play this clip from Community where Senor Chang perfectly describes Warmachine-heavy armies: [http://www.youtube.com/watch?v=eVneqqeyO2M] </strike> The most annoying thing for Lizardmen players has to be Purple Sun of Xereus (ask my mate, Jed). You're marching along, merry as can be when some poncy spellcaster decides to royally fuck up your plans. Bye-bye to TWO-THIRDS OF YOUR ENTIRE FUCKING ARMY IN ONE GODDAMN PHASE. They'll six-dice it every turn, so either fucks them up before they do the same to you or carry a Dispel Scroll and hope the poncy prick shoves his staff where the Purple Sun doesn't shine.
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