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i have benn playing high elves for a long time and my opponnent now fields lizardmen. Haviing read that the basic sauras warrior costs nearly the same as my elf spearman i felt overjoyed that for once my elves would not be outnumbered drastically
However on seeing that they each have two strength 4 attacks and a tougness of 4 my elves are starting to look slihtly depressed at the thought of getting utterly slaughtered
tell me bout lizardmen strengths and weaknesses vs, high elves and about their magical abilities
tks a lot
Oh yeah - i have played with a few armies against many opponents and all have definite strengths and weaknesses. I am having difficulty seing the downsides of a lizardmen army. great magical items, potent mages, amazing basic warriors (especially against elves), options to take close combat heroes matching the prowess of a chaos lord, blessings, cold blooded, shrt range missile pwer, skirmishers. what exactly is the weakness of this army - they even have a v good cavary unit. I dont know exactly what the points are for all the units in the army but would you agree that the lizardmen army is too strong and slightly unbalanced compared to toher armies?
Lizardmen suffer from three disadvantages that I've noticed. The most glaring is the almost total lack of long range firepower. Excepting a Slann's magic, you have to rely upon a Stegadon's bow and the flaming Salamanders. Now, Salamanders are really cool and rather strong, but they have a max range of under two feet. I'm not sure on the exact rules for a Stegadon's bow, but it's basically a smaller bolt thrower, and it costs 235 points to play a Stegadon. Thus, an enemy doesn't have to fear any war machines mangling his expensive units, and sadly neither option available to the Lizardmen can really handle heavy armor.
The second weakness is a lack of variety in basic units. Formidable as they are, Saurus Warriors are a bit on the costly side, and using Blessed Spawnings to add versatality just makes them more expensive. Skinks are pretty much all that can be asked for, but they can't rank up and fight in a normal army, and thus can't be used to deny rank bonuses. The other two Core units both have limits on how many can be fielded. Thus, you can pretty much guarentee what the core of most Lizardmen armies will look like.
The third weakness is high point costs. With the exception of Skinks, everything costs at least X points, and minus the two core Saurus units, that jumps to Y. The quality of the available units compensates extremely well, but you can rest assured that most armies will have at least a few more units than the Lizardmen player.
Hope that helps.
Last edited by Spector; May 5th, 2008 at 07:27.
what he said. anouther problem with lizdz is there lack of fast caverly. put some of the on the boared and you can run rings round me. the only aswere is skirmishers they can never get close enough.
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tks a lot for the advice. i was thinking of magically annihalatng the lizardmen. (Teclis vs. slann just has to be seen). But having not seen all the lizardmen magic items could u tell me a few evil ones to look out for.. oh yeah and any general weaknesses about izardmen magic (if there are any) which i can exploit
also go and view the armies fluff page and visit the page i started on general magic tactics if u would like to write a small piece about lizardmen (or any other reacses) magical items and spells. tks a lot
since ur elves lok out for the blood statuette of spite, bound spell power level 5 keep taking toughness tests and takining wounds if u fail (take one if u fail take a wound and roll again if past it finished) its one use only but lethal against elves.
Also the highest sv a lizardmen troop can get is 3+ (coldone riders and when temple guard are in h2h)
skink shamans r really weak (worse than elf mages in toughness...) but quick so eagles can hunt em down and have a snack on them, so then u coukld get magic dominence easier.
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Well, slann are quite the wizards, with their T5,6W and 4+ ward savre there a a pain to kill.if you want to know what slann are capable of, well, at 5 generation they just have +1, to dispell and cast spells, and r level 4 wizards.at 4th they dont roll on the miscast table(+ all of the above)at 3rd, they have 7W and drain magic spell, (voice booms out of the heavens)2ND GENERATION there pretty crazy
they get 8 W and in additon to drain magic they get 1 free D6(which does not come from there mana poo) added to every spell they cast, but if you manage to kill him, u get an additional 200 VP.
as for magic items, well les see, theres divine plaque of protection(gives slann 2+ ward save against all non CC )plaque of dominion adds 1 D6 to LM power and dispell dice pool. ANd plage of tepok(slann knows 1 more spell)
only a few magic items u got to worry about, blood statuette of spite,curse charm of tepok(pretty much first time u roll on miscast table, LM can force u to roll again) and cube of darkness( a dispell scrol in addiotion too all remain in play spells are removed, and on a 4+ magic phase ends immiediatley.
thats all i can think of, hope it helps
Well, LM can be either extremely magical or extremely CC offensive. If your friend is going all out on magic then don't even try to beat him in the magic phase, you just won't. If however, he goes the combat-oriented route, magic can be deadly against them. As mentioned before the LM lack any sort of efficient ranged firepower, and so a lot of bolt throwers and archers can be a pain. Another, slightly more subtle issue with LM is that there are so many good types of units that it is really tempting to try to create a list with a little bit of everything. While this can work in some armies, the fact that LM are so expensive points wise, and while they have scary stats, they are only truly fearsome when used in concert. While this has more to do with the ability of your friend, you should still watch for weaknesses in his strategy exploit it mercilessly. Basically, use a lot of shooty things and try to get him to seperate his units if you can.
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If playing a 2000 point against a Slann don't just focus on it. many people make that mistake.
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If you are planning on magically destroying him you might want to look out for the cube of darkness and mark of the old ones combo. It will destroy all the spells you have in play and will almost definiatly shut down your magic phase for a turn.
Eh Dave, saurus only have two attacks, not 27.
Charm of the Jaguar warrior, pretty much every LM player takes this. It gives his saurus character movement 9. Combine with GW for S7.
As for weaknesses, lots of ranged firepower hurts them quite a lot. IF you can get rid of his auxilliary units (skinks, salamanders, terradons) saurus warriors are way too slow to do anything but get flanked and die. It's a big if though. Don't bother using spearelves and the like, they suck vs saurus (actually spearelves do beat regular saurus for points, but if he takes quetzl spawning (+1 AS) then you're buggered). Take a heavy cavalry army instead.
Last edited by Keilah; February 11th, 2006 at 22:59.