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advantages and disadvantages of playing lizardmen
Well 1 of the disadvantages I found out last battle. I counted to much on the Ld of some skinks hehe as result 1 unit fled and took half my army with them =O Sure it was only a 1000pts battle and I never rolled so bad as that... Got massacred with 150 VP to 1500 VP... yeah I really, really rolled bad. Oke my armylist wasn't the strongest but still... auch
But what I'm trying to say, Lizardmen normally do great on all Ld tests. Though you might want to keep a general near your skinks.
Lizardmen are also specialists. Skinks are for ranged and march blocks. Saurus for pure CC. Mix that up with some jungle monsters for a shock and you almost can't lose.
Depending on your armylist, lizardmen can either be very fast moving or act like a steamroller or a mix inbetween ofcourse but it all depends on what tactic you want to be using.
I find skink priest a bit on the weak side with only Lore of Heavens (though you could play a Sacred Host army for some other lores) But a Slann Mage-Priest can be rock hard and melt some faces. But again they both are specialists and can't do much in CC.
Hope you find these few tips usefull
They are very versatile. Lizardmen can pull off magic heavy, melee heavy, or a happy spot in between.
The mobility of your skinks/kroxigors along with your cav make the army very mobile giving you time to get your standard speed Saurus up there
The models are awesome
Your army can be lead by a 10,000yr old frog
The magic is arguably the strongest in the game
Very hard to break in combat with the Cold Blooded rule
Decent selection of magic items
The low leadership of your skinks and Steggy can be risky, as mentioned above. Skinks generally ARE meant to die, however, so them fleeing is not normally a huge concern!! As long as they don't take your entire army with them!
With strong leadership comes strong staying power. Lizardmen win the game in the combat phase. Saurs are one of the best infantry troops in the game. And just because they don't win doesn't mean they have to run away (unless you fight undead).
Skinks have poison shots and mobility (along with scouting) to help you get some of your force up the board.
You have some above average magic ability, but I find that these days everybody is equipped with magic defence, so unless you take a second generation slann, magic is there for support (especially vs dwarfs, elves, and undead).
Like all armies we do have some places where we do not excel. Our army (with the exception of skinks, salamanders, and stegadons) lacks shooting. And what we do have is very limited in range. Salamanders can get 15 inches and do a bit of havoc, but beyond that we haven't got too much.
You will also notice that our army will be generally smaller in number due to our high point models. Sure skinks aren't that bad, but they're kind of squishy. You need something with a little more meat and a lot more punch.
Best wizard in the game (2nd Gen Slann)
2nd best wizard in the game (3rd Gen Slann)
3rd best wizard in the game (you get the idea...)
Excellent leadership => brilliant staying power
Ferocious in CC
Cheap, core skirmishers
They simply look awesome and the South American imagery is a great theme for an army
No fast cav
No cheap ranked units
Erm, this is hard...I love my lizards too much >.<;;)
- Best Wizards in the game
- One of the best base infantry choices in the game (Saurus)
- Skirmishers/Scouts/poisoned weapons as core
- Leadership + cold-blooded
- Salamanders (couldn't resist)
- Choice of Monsters and Gribblies (swarms are Gribblies)
- Tactical Versatility
- Awesome apearance
- Fantastic Magic items
- Spawnings (almost another magic item list they can take as well as normal magic items)
- Base stat lines of your hero and lord choices
DisadvantagesAnd they are too......um.....cool?No fast cav
No cheap ranked units
Erm, this is hard...I love my lizards too much >.<;;
Heh, i got nothing,
Before you judge a man, walk a mile in his shoes. After that, who cares, your a mile away and you have his shoes!!
Chuck Norris invented water
If there are no disadvantages then how to people beat them? Well, its all about the general, so infact, there are no disadvatages in an army that doesnt compinsate it with strength. Thusly the only disadvantige that people have to worry about is themsevles, if you are good, your army is good.
BTW, your fast units are easy to kill, therefore you will have trouble vs fast armies.
But, im stupid so what do i know0)
Float like a butterfly, Sting like a bee!
A bit off topic but (you can probably tell i am new to lizardmen) but what does Spawnings mean. Or what does it have to do with lizardmen. Know i didn't word that to well but can people still try to answer. Thanks in advance.
Spawnings are basically a "unit-based" upgrade (as oppossed to "model-based"), which give the whole regiment an advantage of some sort (things like unbreakable, +1 armour..) for a set price of around 20 - 30 points...
(Personally, I despise the set-points for fantasy, as it means regiments can be made of any size and pay the same points for an upgrade, whereas other armies would be paying 1point a model for a shield..)
On the "how to beat them" side of things (speaking as a Skaven player), there is no set tactic which will kill them (compared to the more obvious weaknesses of other armies). However I've found that should the lizardman player be too reckless with his skinks, then the opponent can quickly gain dominance of skirmishing, and therefore of flanking/moving.. although Salamanders are an incredible counter to this (Salamanders are better than Rat ogres in almost every aspect, and are also skirmishers with ranged auto-hit attacks)