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I know who the lizzardmen are, but what are they tactically- swarmy, elite, close combat? shooty?
A little bit of everything I'd say. Good magic offence and defence, hard infantry, lots of shooting, nippy units.
I probably wouldn't consider them a horde army though, even though you can field a lot of skinks =)
Agreeing with Stonehambey on this. However, though Lizardmen have alot of shooting choices, these are usually under 12" range, so I would consider them as small skirmishing units before a shooty unit. Lizardmen really do have everything in some way or another, except or long range shooting, which is not really a part of the lizardmen battleplan anyway.
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LM have great core infantry, great short range shooting, cool monsters, and good flyers. They also have good fighting characters and strong magic users.
Personally, I view them as one of the most well-rounded lists out there. If you don't mind not having war machines, then you can have a bit of everything else.
Does the Slann have some kind of protection against shooting other than his ward save? Seeing as he is a large target I could see him just being sniped all over the place against certain armies..so I figure maybe I'm missing something.
I know there's the skink priest LoS rule as well but still..seems kind of wasted to have him and a unit of TG just chilling in the back so he doesn't get sniped.
But to be honest, his ward save can be improved further. If you play 40k, you see how often Terminators die to unsaved wounds not ignoring the armor. Multi-wound hits do the same with the slann. I would lie, if I was to say he is easily killed, but he is more likely to fall than any non large, not US5+ mage to ranged attacks - on the other hand, if your opponent has no artillery he's pretty save.
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Yeah sorry I hijacked the thread with my post.. I meant to post a new thread.
In any case thanks for the reply :tongue:
If you know you're going to be facing a lot of guns, you can always give the slann a two plus ward.
As for no war machines, I sort of view salamanders as fast, short range war machines. Crazy I know but they can wipe out half a unit in one round of shooting - scary!
I realy like the lizardmen because you can adjust your list to almost every opponent.
Ans wat they lack in long range schooting they make up on short range, Skinks and Salamanders are scary as hell.
Saurus are great Melee Core troops and the magic from the slann and even the skink priests is scary.
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The lizardmen are definately an all round force with one of the stockiest infantry choice in the game in saurus warriors as well as combining excellent movement with skirmishing, aquatic and poison weapons in other units.
The characters in the lizardmen army also rival almost any other melee character and easily surpass all other magic characters.
The lizardmen can field both swarm armies with skinks or elitist armies with spawning saurus warriors etc.I agree....i fielded 3 in a game against skaven, their massed shooting and armour piercing absolutely decimates lightly armoured rats!!As for no war machines, I sort of view salamanders as fast, short range war machines. Crazy I know but they can wipe out half a unit in one round of shooting - scary!
Also, you should consider the stegadon as a war machine of sorts as it counts as a REALLY big chariot and has a smaller (only slightly) version of the bolt thrower on its back...
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