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Made in us
Been Around the Block




West Virginia

So, after much thinking I've decided to take the plunge into Fantasy and play Lizardmen. I've bought me the Battalion, a Saurus Oldblood, the Standard Bearer, and a Skink Priest. I'm looking to make an army that doesn't include a Slann. I just think they're a little too cheesy and horrifically expensive. Plus in the fluff they only get involved in the biggest battles.

My basic plan for the army at the moment is a force anchored by two strong regiments of Saurus Warriors, a regiment of Temple Guard, flanked by Cold One Riders and screened out front by Skink Skirmishers armed with blowpipes. I've looked at Stegadons and Razordons/Salamanders but I seem to like the idea of poison attack Skinks more.

So, any thoughts or advice would be most welcome.

Astra Militarum
Kingdom of Bretonnia 
   
Made in us
Longtime Dakkanaut





I don't think Cold Ones are that great. And that seems to be the consensus. Salamanders are pretty silly good. Basically an infinite breath weapon unit for cheap.

You might want to get more than one Priest. You really don't have much to take out big monsters except maybe your oldblood. I'd also pick up some normal skinks with poison. They are pretty much good against anything but can really add hits against some of the crazy T6+ monsters out there. You can add Krox to them if you like.

   
Made in gb
Lurking Gaunt




Get a slann mage priest for some major magic boosts, a engine of the gods with a skink priest on the top with it would mean that you would dominate most magic phases. Cold ones are good but are expensive. Other than this the army sounds good.

 
   
Made in ae
Frenzied Berserker Terminator






My friend plays Lizardmen and I've often played with Orcs or Dwarfs against his men.

I think that a few big blocks of Saurus Warriors of every variety covered by Skinks are effective. I'd also include a Slann because they are very good.

I don't play, so take my advice with a grain of salt.
   
Made in ca
Auspicious Skink Shaman





Mississauga, Ontario, Canada

 Centurion Cajun wrote:
So, after much thinking I've decided to take the plunge into Fantasy and play Lizardmen. I've bought me the Battalion, a Saurus Oldblood, the Standard Bearer, and a Skink Priest. I'm looking to make an army that doesn't include a Slann. I just think they're a little too cheesy and horrifically expensive. Plus in the fluff they only get involved in the biggest battles.

My basic plan for the army at the moment is a force anchored by two strong regiments of Saurus Warriors, a regiment of Temple Guard, flanked by Cold One Riders and screened out front by Skink Skirmishers armed with blowpipes. I've looked at Stegadons and Razordons/Salamanders but I seem to like the idea of poison attack Skinks more.

So, any thoughts or advice would be most welcome.


So I hear the fact that you don't want to use a Slann. And I get that. But I urge you to reconsider, you're really gimping yourself.

Anyways, I've played lizardmen for ages, and they're all I play. I compete with them and everything at tournaments. I'm not the best, but I like to think I know lizards.

All the advice you're going to get depends on how many points you want in the army?

If you really want to go Slann-less, you have the points for an Engine of the Gods. Which is really really good depending on your meta. If you're meta is cannon-happy, maybe not. But basically he can drop a ward-save bubble over your army, as well as other tasty effects. And it's still a steg that hits hard in combat! Plus the powers can be used in combat too. You also don't want the cold one riders. They're pricey, and underperform. But you do want to get a box of them to use as solitary scar-vets on cold ones and use tone or two as cruise missiles to hunt down enemy skirmishers and war machines. The cruise missiles can also solo some units if you kit them out right.

Salamanders are really good, but people neglect razordons. They're good because when they're being charged, they stand and shoot with 2 artillery dice worth of shots per razordon. That's a LOT of shots. And they're not bad in combat either. The salamanders suffer from low strength on their breath weapon.

skink skirmishers are really good too simply to use as minimum size units of redirectors etc. Chameleon skinks are good too because of their ability to infiltrate and snipe warmachines on turn 1. Or just harass infantry, and it's wonderful because they can march and shoot.

If you're still deadset on being slann-less, get yourself a carnosaur, as it's a hell of an army centrepiece, and can tear things limb from limb if you kit it out right.

Stegs are okayish, but the ancients with the blowpipes are awesome, and the engine even better.

Any questions, you can pm me and I'd be happy to answer.

DS:80S++G++MB+I+Pwhfb05+D+A++/areWD-R+++T(D)DM+

 
   
Made in us
Skink Armed with a Blowpipe





Arkansas

It's really nice to see someone else who is trying to avoid using a Slann. I'm sure I will eventually convert to the Slann-cult, but I am holding off as long as I can.

What you have seems like a pretty decent start, but from what I've heard Temple Guard aren't really worth the points unless they are guarding a Slann.

I don't have any real experience though, since I'm a new Lizardman player myself, but I'll go ahead and give my basic advice; if it sounds good to you, try it out! If it's fun, keep it! It's also nice if you win every once in a while, but ya know.
   
 
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