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===Core Units=== *'''Skinks:''' Cheap and spammable light infantry. Kroxigors can be taken in the second rank of the unit and are allowed to attack normally over the front rank of Skinks. This gets some heavy hitters in there. Overall, Skink units are a good place to put these thugs. They have a higher Ld and pass on the effect of causing Fear to the unit. Despite weak (native) Leadership and terrible Toughness, Skinks can be surprisingly effective against non-elite infantry and cavalry for one turn, in part thanks to their relatively high Initative. Stand and Shoot combined with the Poison rule enables their shooting attacks to auto wound. However, Skink Cohorts can be upgraded to have Poisoned melee attacks. Cohorts are not bad with this as Javelins can be <s>shot</s> thrown before going into melee. The price you're paying is incredibly low for what they can do. Most any army comp is benefitted by a bare bones unit or two of these little guys, or their commando brothers below. *'''Skink Skirmishers:''' Can keep the javelin and shields, or replace them with blowpipes. Both have their pros and cons- 'pipes are longer ranged and multiple poisoned shots are devastating, but javelins are quick to fire which greatly bolsters the mobility and threat range of the unit and the shield affords them a much appreciated defensive bonus. Skinks can be great for kiting enemy units and being an all-around thorn in their sides. Put simply, if the Skink Skirmishers manage to inflict wounds on any unit, your opponent will be compelled to either shoot at it, commit a unit to charge it, or try to ignore the damage they're doing. The first option is bad because damage spells and shooting units are overkill against Skink units that size, making it a waste of resources when other, more dangerous units, are around. The second option is bad because most close combat units are significantly more costly than Skinks and are much better suited to stopping/slowing your Saurus bricks from smashing through the battlefield. This gets even worse if the Skinks are able to shoot at the unit prior to the melee and inflict wounds. However, with cheap units like Skaven Clanrats, this is less of an issue, except that large Clanrat units shouldn't chase down half a dozen Skinks, and no one fields those kinds of units with an equivalent cost to your Skinks. With elite units, the problem is further exaggerated because any damage done to the Skinks is pointless. Most elite infantry units run from 12-16 points, and heavy cavalry or monstrous infantry are even more expensive, which means that more than 2 ranged casualties is a lose-lose tradeoff at best. Ignoring the Skinks, as some players do, is even more stupid because that leaves them free to pick off other skirmishers, violate war machine crews, and chip off wounds from other important units or characters. In summary, Skink Skirmishers are suicide units that force bad tradeoffs for the enemy. They'll die when they're attacked, but it's a lose-lose situation, and in the wider context of the battle this leads the opponent to be inefficient with his units. Skink spamming is surprisingly viable at competitive levels, since you can literally flood the battlefield in cheap, fast moving little units with an array of poisoned weapons redirecting, shooting, and irritating your opponent's units to a not-quite-metaphorical death and beautifully supporting your heavy hitting saurus cowboys. If you can get Walk Between Worlds and Hand of Glory off on these, it's funny as you don't technically move them, but go 20" forward- then shoot at BS6 with blowpipes needing 3s to hit- on a unit of 20, 40 poisoned shots brings [[lulz]]'' *'''Saurus Warriors:''' The backbone of many Lizardmen armies, Saurus Warriors pack a 5+ Scaly Skin save, shields, spears/hand weapons, 2 base Attacks, are Cold Blooded, and are WS3, S4, & T4. When rolling To Hit have a chance of generating more Hits, and they must pursue unless near Skinks. They can freely swap between hand weapons & shields, or spears; the former is better for MSU or units you otherwise do not plan on supporting very much due to the shield, while Spears shine when the unit is going to recieve a lot of attention from your Skink Priests or Slann. While the unit has some great stats for a hand-to-hand unit, their god-awful Initiative of 1 ensures that they don't leave combat unscathed, and their cost per model, spears included, is higher than just about any other rank-and-file core choice. These two key issues are mostly irrelevant though, because Saurus Warriors are the best fucking brick infantry in the game. Chaos Warriors may be better per model, but they cost a good bit more. Besides, no other faction can field R&F infantry as effective as yours without crippling their army size, or support their R&F infantry as often or extensively as we can. Saurus being able to go toe to toe with elite infantry isn't some unreasonable pipe dream, but a very real possibility with one of the several spells you will be casting every turn. Units that engage Saurus Warriors that have the misfortune of getting flanked by another unit of them might as well have never been deployed. Saurus Warriors either smash straight through the enemy lines, or end up in a slow grinding combat that leaves either half a unit of Saurus or a few dazed and bloodstained enemies left, ready to be swept away by the rest of your army. They can realistically tarpit any infantry unit short of Dragon-Ogres and the like, and even they still won't [[Anal Circumference|get through cleanly or untouched]].
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