strategy

 

New to the Lizardmen? Are you fighting to keep your armies alive and winning? Need help? Fight against Lizardmen and can't beat them? Here is my Lizardmen Strategy guide that can help you either learn to use your Lizardmen efficiently or to learn the inner workings of a Lizardmen army in order to vanquish it.

(Copying and pasting is welcome and encouraged, just give me credit for what I write.)

 

Lizardmen Strategy
written by: William Napier 07/08/03

Overview:
I am still new to Warhammer Fantasy Battles, however am a veteran 40k player. I do know a few things about tactics. I will attempt to adjust my thinking into the very different tactical world of WHFB. I will only talk about the units or characters that I own. Until I own the model and earn experience in it/them then I can not offer advice. This guide will be updated when I aquire new units and learn how to use them. Veteran gamers, if you find a fundamental flaw in any basic rules correct me.

Lords / Heros:
Slann Mage Priest:
All Slann count as lord choices. These are very fun to use in battle. I would suggest you always bring the Slann. That means you must always play 2000+ points. I use the Slann for a very magic oriented army. I usually bring the Plaque of Dominion, Plaque of Tepok, and Diadem of Power. These three pieces of wargear gives the Slann, 1 more spell than normal, +1D6 per power and dispell, and can store 2 power or dispell dice for the next magic phase. For fighting armies against the undead, Totem of Prophecy (unit causes Fear). Of course another piece of wargear would need to be sacrificed to use the Totem of Prophecy. This giant toad can no longer fight in close combat. I never used it for that anyway. It can now cast magic missile type spells while in cc, and can use the new telepathy rules. Protect the other mages and blast everything. Dominate the magic phases, even against High Elves. The new slann can have Drain Magic too.

Saurus Old Blood: This model is great-looking; especially when mounted on a Carnosaur! If you take a Saurud Old Blood, then you must play 2000+ points as well. I don't have this model yet but felt I should mention it anyway. I plan on using this for a very hard-hitting oriented army. More to come on this one once I own the model and gain experience.

Skink Priest: I only have one right now and I place it where it can create LOS lanes for the Slann via Telepathy. I try to keep this one out of close combat and take it easy on casting, in case of miscasts. It may be viable for me to loose my Scar Veteran in favor of a second Skink Priest.

Saurus Scar Veteran: WOW! So many options and so little wargear points. My favorite wargear for this is Charm of the Jaguar Warrior (movement increased to 9"), Maiming Shield (+1 save, ,+1 attack), Burning Blade of Chotec (-2 armor in addition to bearer's strength modifier, flame attack), and Scimitar of Sun Resplendent (+2 attacks). You can see from my list of favorites and the rest in the book that you can really tool this one up for whatever army you are fighting. I usually make several lists depending on opponent type and make sure that I have the models to support all lists. For the Undead (my close friend's army) I might try to add the Blessed Spawning of Tlazcotl (Immune to Psychology, except for Carnosaur and Cold One effects)

Core:
Saurus:
Sarus are definately the core. I use two blocks of 24 and wondered about breaking them into smaller groups. I won't do that because they really can stand up to 4 rounds of close combat; average. The cold-blooded rule and their brute strength make them very formidable core troops. These are the old models and I may use the new models for the special/rare type of Blessed Spawnings. I have to at least make one group special. They look so interesting. I try to get the saurus into combat quick and just overrun (Very possible) or simply hold them. Worry about flank and rear charges if this happens, but you may use the cold-blooded rule to help you hold your ground.

Skinks: I can talk about skinks even though I won't use them right away. I have 40 skinks and 10 are painted. I was going to cut the short bows off and glue on bits of brass tubing for the new blowpipes. No, I do not want to use the Southlands list, but thank you in advance for suggesting it. Since I didn't invest too much time in them then I will buy the new box. Skinks are perfect for simple hasseling and tying up units. They are screens from shooting and charging. I may convert the 10 paintes skinks and call them cameleon skinks. That would save a few dollars.

Special:
No Special Models:
Currently, I do not own special models.

Rare:
No Rare Models:
Currently, I do not own rare models.

Final Thoughts: Try making several lists adapted for different styles of play. Mostly the magic oriented army led by a Slann is more charicaristic than a combat oriented army led by the Oldblood on a Carnosaur. Tool-up characters according to what you suspect you will be up against. Don't forget about Blessed Spawnings to help! STUDY the entire wargear sections. There is quite a bit there and combined with Blessed Spawnings can create many different flavors of characters and troops. You are welcome to write back and give your own strategies or correct any mistakes you find, or ask questions.

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