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Made in us
Been Around the Block






Hey everyone, I have been playing 40K for about a year now and it has been a ton of fun. I have been looking into gettting into WHFB and I have lucked into a good deal for a Lizardmen Army, which as luck would have it is one of the few armys I was looking to get into. I have been burning into the old post looking for an in depth tactica on Lizardmen but, everything I'm seeing seems like it might be a bit dated (Pre 8th) or it is lacking in information. My goal is to learn what I can and with that knowladge start playing some 1500pt games to kind of pick up the WHFB mechanics and see how my army works before I set my sites on higher point games. I havn't picked up my army yet I'm going to get it on Saturday so I can't tell you what I will have yet but I know it is supposed to be about 4500 pts. I also plan to pick up whatever troops I need to fill any gaps he might have for my builds, if any.

Anyways....

I'm looking for a good run down on The Do's and Do not's for Lizardmen, what troops work, and how I should be using them. Also some advice on how I should be running them at 1500pts.

Any and all advice is welcome

Thanks
   
Made in nz
Longtime Dakkanaut



New Zealand

There is actually quite a few posts regarding people getting in to Lizardmen on the first few pages.

Anyway, Lizards are a very flexible and competitive army with plenty of viable units. However most lists are based around solid blocks of Saurus combined with powerful magic from a Slann (buff based lores like Light and Life work well) and supported by faster Skinks, Chameleons (disruption/war machine hunters), Salamanders (horde control), Kroxigor and Stegadons (heavy hitters). Avoid all the special characters (they are incredibly overpriced) and don't take Jungle Swarms, but other than that most of the rest of the units can have a place in a competitive list. Some require you to build a list around them though, Stegadons are pretty vulnerable to war machines unless you take a decent number of them and Cold One Cav isn't that impressive without plenty of character support (to the point its really a unit of Scar Vets and Oldbloods on Cold Ones).

At 1500pts you have just enough points to take a Slann, but probably not enough to take Temple Guard (at least in a meaningfully sized unit without cutting out quite a few support units). I would still suggest taking the Slann though, as you are almost certainly going to take one at 2400/2500pts (which are the standard points levels for Fantasy). Just stick him in a decent sized unit of Skinks and hide him at the back behind the line of Saurus.
   
Made in us
Auspicious Skink Shaman





Here's the advice I got - I'm in the same boat (old 40K player, new to WFB and lizards): http://www.dakkadakka.com/dakkaforum/posts/list/353009.page

   
Made in us
Been Around the Block






Cool thanks for the insight
   
Made in gb
Stealthy Space Wolves Scout





Lincolnshire

Salamanders!
Always have them, regardless of what else!

Or, that's what I've found.
   
Made in gb
Blood-Drenched Death Company Marine






I've been playing LM for nearly 15 years;

Don't put all your eggs in one basket

You can never have too many skinks

SALAMANDERS ARE AWESOME!
   
Made in us
Been Around the Block






So is there like a rule of thumb for Salamanders and how many I should be taking per points played (ex 2 @ 1000pts, 3 @ 1500pts, and so on)

Also How should I be running my skinks and howare they used? large blocks to wade down enemy units? or smaller out flanking support units seeing as how they are faster than the Saurus?

Again thanks everyone for all the info
   
Made in nz
Longtime Dakkanaut



New Zealand

For Sallies I would say 2 at 1000-1500pts, just try and get to 4 if you can find the points but you should easily manage it above 2000pts. I probably wouldn't take more than 4 though, you can only take 2 units and at 3 strong they start getting a bit unwieldy.

Skinks are incredibly terrible in combat, so ranked up units aren't that great. Mostly you take them as a vehicle to get Kroxigor into combat (combined with a cheap way to get ranks around them). This means you are best to go with really large units of Skinks to get multiple Kroxigor and ensure you stick around longer. Alternatively you can run small units with 1 Kroxigor, I occasionally run 2 such units where their M6 means they act as a good flanking/diverting unit. Due to the weird way Skrox units work its very hard to lose the Kroxigor in the first round (as he is only in contact with Skinks and I'm pretty sure you can't wrap wounds on to the Krox unless you attack him directly), which means even if you lose all the Skinks (which is easily possible if something like a unit of Chaos Knights hits you) the Krox still gets to swing and hopefully chop something up.

Mostly when people talk about taking Skinks they mean the Skirmishing version. Poison is awesome and you can run around putting wounds on things and running away (and then rallying fairly reliably). They are also very helpful for screening your Saurus or hiding Slann. Chameleons are way better though, so generally I wouldn't go too overboard on normal Skinks.
   
 
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