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===[[Lizardmen]]=== *Saurus Warriors are tough and hard-hitting (LD8 with the coldblooded rule, T4, 2 S4 attacks each, and they gain bonus attacks for every 6 to hit they score): Saurus can realistically tarpit anything short of Dragon Ogres, especially if taken in good numbers or backed with some buff from a nearby Slann. Their role is usually to serve as an anvil while some kind of big, scary dinosaur like a Stegadon prepares to flank charge, but given their offensive presence they are also good in the role of the hammer. *Skink Cohorts are in many ways similar to goblin hordes: huge chunks of cheap, spammable infantry, coming at 7 points a pop, with some dirty tricks in the form of poisoned javelins and poisoned hand weapons which will probably net you some kills given their good initiative of 5 and the possibility to stand and shot. What sets them apart from ungors, goblins and clanrats is that you can buy kroxigors in the second rank of the unit (they can still use their 3 attacks from there, but can also be targeted in melee), which will give skinks better discipline, fear, and overall better survivability, with the downside of being rather pricey and requiring 8 skinks for every kroxigor you wish to field. *Skink Skirmishers are cheap, spammable, mobile (they move 6, have marsh and river strider, and gain cover while in water) and with their poisoned ranged weapons, they can be an irritating thorn in your opponent's side, acting as charge redirectors and forcing your opponents to deal with them. They can force your opponents to choose one among two bad choices, either wasting important resources on a weak unit while letting your saurus warriors and dinosaurs advance unscathed, or lose valuable troops or war machines from lucky poisoned shots. Just remember, they are not skavenslaves, since they can actually kill things rather then being only cheap meat shields, so use them carefully and intelligently to get the most from them. *Jungle Swarms are... swarms. So they're kinda meh in everything they do. They can be good redirectors, but you are usually better off with skinks. Swarms' ability of having all your other troops fighting in the same melee as them gain poisoned attacks is nice though. *Temple Guards are NOT tarpits. They are a bunch of murderous alien-dinosaur-people that can and will destroy ANYTHING you send them at. TG are tougher then Warriors, hit even harder, and will NEVER run away. Take'em in packs of 20/30 soldiers, set a flank charge, and watch the meatgrinder get started.
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