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Hello I have just started a Lizardmen army and I was thinking which Lord or Hero is the best considering:
3)The amount of kills (if wizard support,kills,etc)
I want to know because I had a quick look in the Army Book and some prices were really bitter (600pts or more seriously are to many)
Please give me your ideas.
I have exlude th skink priests becuse they are fairly cheap so I can always have one or two!!
Scar Vets and Oldbloods are Pretty Awesome, their only weakness being WS and Int, and even then their WS isn't too bad, they'll Tear up any Normal troops, and will probably still never need 5+ too hit(Scar vets will if they're fighting a ws10).
If you bring a Slann in your army you can take the lore of life/light/beast too magically enhance your scar vets/oldbloods instead of taking fire/death/metal too pound your opponents directly.
I've gotta roll with the Slaan. The buffs are so major for Lizardmen it's almost a must run. I wouldn't keep the same tried and true combo of Slaan and Skink Priest all the time though, having such a powerful caster eliminates the need for another.
An army with an Oldblood and a few Priests with Engine could be awesome though.
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slann all the way, with the new rulebook magic this guy can take down entire armies with the correct spell list
In my experience, the Slann is nearly essentially. That becomes especially true in the new edition. Skink Priests are also a good investment, if only to get some spells from the lore of the Heavens while letting your slann take the lore of beasts/life/light/whatever. Scar-veterans tend to do me some good too. A nicely tooled scar-veteran can mince an enemy unit and go toe to toe with quite a few enemy characters. I haven't really tried out any of the special characters though. I know a few people at my local store that swear by Tetto'eko though.
in this edition some of the scenarios have you deploy your whole army, so it does kind of stink when they go first and then you go second, b/c then you lose your benefit of redeploying since you set up second.
another thing is that since you dont know what you are going to roll for the winds of magic, calling the phase out for your special ability is a gamble. nothing like saying this is the phase and then only rolling 3PD
Slann w/ Battle Standard (Standard of Discipline), Becalming Cogitation, Cupped Hands of the Old Ones, Focus of Mystery, Focused Rumination, and the Lore of Life (for downright DOMINATING your opponent and never dying) or Lore of Light (to make your units super fast in CC and hampering enemy shooting), in a unit of 20 Temple Guard with Full Command in a 2,000 point game (the Slann is only 460 points) is, well...AMAZING!!! Yeah, the Temple Guard unit is 355 points but with an attached Slann they are so worth it. If they were cheaper it'd be borderline unbeatable and no fun to play against whatsoever.
The slann is by far the best single model in the game. Point for point, the best caster as well. Although some people will swear by Teclis. Here's the deal, Teclis needs doubles and is only efficient when the army is geared towards him. The slann, at 500 points, can be a flying frog of near apocalyptic scale destruction on the field that can effectively doule any casting dice you generate for the turn.