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I know its mad to start thinking about starting a new army with new rules being released andnew army books along with it but I am thinking of starting a new army. I like CC armies but I also like magic support. O&G, WE, Dwarfs are my current armies. I am used to low Initiative with good toughness.
I may be boring having similar armies but each has its own style and thats really why I am here. to find out what kind of fighing style the Lizardmen are and what the advantages and disadvantages are before i make my final decision.
My other choice it Tomb Kings. but thats not 4 here.
Well first of all here's some links:
A good starting list can be found here:
A great overview of each individual unit and suggestions on list making can be found here:
Also the stickies in the main part of the forum are good to read.
"Playing with...", "Fighting against...", and "Thinking of Starting Lizardmen?" are all great threads to read, you should find what your looking for there.
Just incase you don't I'll give a few pointers. Lizardmen have a lot of strengths IMO. In 2000 points you can have one of the best(arguably the best but this is not the topic at hand) spellcasters in the fantasy world. You could also opt for a combat monster, that being the oldblood. The oldblood on a carnosaur is one of my favorite models in fantasy so that's always a plus. They are a pretty fast army. Everything is M6(except saurus which are 4 and jungle swarms I beleive are 5). You have hardhitters(stegadon, kroxigors, saurus cal and the like), a lot of short ranged poison shots in the form of skinks, the salamanders can also dish out a lot of shots and are decent in combat. The Ld. is great. generals usually have 8-9 LD. and on cold-bloodedm that is indeed a great thing.
One of the main weaknesses I see are points cost. Everything in the army is pretty expensive except skinks. I would say skinks are the best value for their points(I'm sure there are those that disagree). If you want the big bad spell caster, you have to be carefull because once you start upgrading him too much and give him a big bodyguard unit, he could become half of your points. Which brings me to my next point, that you need to realize you can't take everything.
Somewhere on the GW site(I can't find it at the moment), it says the advantages and weaknesses of every army in 40k and fantasy. I can't remember everything it says but IIRC the only weakness it lists is that there are so many options that a general may try to become to diverse or somethin like that. Basically what I think it's saying is we know krox are awesome, we know sallies are awesome, we know cold ones are awesome, but we don't have to try and include everything in the LM army in one list.
I tried to explain a bit but you'd be better off looking through those threads I suggested and just checking around the lizardmen part of Librarium. There is at least one of these threads every two weeks. Even though we have a sticky for it
Yes, where did you get this information? Most of us are aware of the upcoming seventh edition(aka nerfing of skirmishers), however, the old army books are suposed to be compatable with the new rules. Seeing how GW likes to make money(all companies do really), it would be a much better idea to release armybooks one at a time with a makeover(dwarves, woodelves, and I've heard rumors that VC are next after 7th). So if your waiting for LM to get a do over, I think your going to be waiting a while as we certainly are not first in the list(HE and DE would have a heart attack, there are so many complaints about elves).
I jus know that new rules are coming out. i didnt know when the LM book was coming. I jus know that they have made 2. Dwarfs and O&G. sorry. cheer. will look at links ASAP. bit busy atm
Awww, I was just reading the 6th ed rules and thought "wow, Skirmishers are really awesome" with my skinky army in mind (see thread) but apparently they're getting nerfed
Gloria Imperator, The Firstborn Stand!
- 2000pts Inquisition, 2000pts Vostroyans, 3000pts Vampire Counts, 1400pts Daemons, [WIP] 2500pts Death Guard
However, in the new edition which is out in September btw they are re-introducing an almost Cross Fire rule, whereby if you break a unit and they flee through and enemy unit they are killed automatically. This makes skirmishers very attractive as they are quick and get everywhere.
Also in the new Warhammer, it's become a lot more Dangerous to be a wizard. If you miss caste there's only a 1 in 3 chance that you don't suffer wounds of get auto killed! Tis why i'm gonna start collecting Tomb Kings, they auto cast their spells
The current codexs are going to be allowed to b used, and they will release new ones as time goes by. There won't be a mass pour out of new codexs.
Don't ask me how i know these things, i just do.
Last edited by Von_Smallhousen; July 4th, 2006 at 23:09.
Well since our 4th gen. slann can't miscast, I guess it makes him more worth his pointsOriginally Posted by Von_Smallhousen
Also, they are not actually "nerfing skirmishers". I was just sour cause I heard they CAN be marched blocked now, and heard a rumor that they cannot march block. Not sure about the last one though.This will make skirmishers usefull, however, they can be march blocked now so a unit of 5-6 terradons will be much more common now. I'm gunna have to grab myself some come september.Originally Posted by Von_Smallhousen
The slann can miscast, he just doesn't roll on the chart.
Rolling a high score for a spell but it not going off because of those snake eyes is still piss irritating:realmad:
Oops, my bad, I actually did know that, I just wasn't thinking at the time.