Complete Lizardmen tactica
OVERVIEW: The Lizardmen of Lustria are the army of the
steady advance, largely because of their cold-blooded
personalities. This army is almost impossible to slow down when
they march as you can't break them, cause an all out panic or use
massed missle power to keep them from advancing. Despite limited
troop selection, the lizardmen remain a flexible army but one
thing is for certain, they always advance for their archers need
short range and are easy targets for longbowmen, their general is
a hth monster but needs to get into hth and their battleline
RARELY breaks. Yet, the lizardmen are plaqued with a notorious
lack of flyers and flying mounts. The most dangerous flyer you
can have is a skink hero on a terradon (oh the fear that won't
cause!) and only two troops get 3d6 for pursuit, cold one riders
and terradons, both fragile troops.
OVERALL STRENGTHS:
WEAKNESSES:
BASIC STRATEGIES:
ssssssss sssssss tttttttt ssssss ttttttttt ttttttttt
skinks in mass behind the serated ranks in small
units.
Once the battle line is set and the charges complete,
help the saurus warriors and temple guards push back the
enemy line with SKINKS which either run through the space
between the temple guard and saurus spearmen OR swing
around the flanks to get behind enemy lines. In either
rate, soon after the charge, your skinks will be busting
ranks or hitting vulnerable missile and war machine
crews.
REGIMENT ANALYSIS (Always think in terms of Regiments
1st):
TEMPLE GUARD: The elite of your basic st4,t4 2 attack
troops (kinda sick they need an elite hehehehe). Best thing about
the temple guard is there extra pip of WS. Halberds are always
nice, expecially when you face knights. Cold Blooded LD of 8
means unless they are slaughtered in combat they stick around. If
facing a barrage of missle fire, consider temple guard to bear
the longbow fire. With T4 and a save of 3+, Only about one in ten
shots at long range from a WS5 WE scout will wound and get
through the save. Not bad all things considered..
SAURUS WARRIORS: Darn GW gives you plastic sauruses with
hand weapons then allows you to buy spears for only one point
more! Always go for spears unless your pocket book does not allow
it. Saurus spearmen are the most vicious in the Warhammer World.
You get 3 st 4 attacks. Your troops have T4, a 4+ save which
includes and unmodifiable 6+ save and are cold blooded. Saurus
warriors can stand up and survive most any charge allowing their
reserves to get stuck in and break that enemy's rank and will.
Saurus Warriors are extremely suceptible to initiative based
magic. Of course, Lizardmen are wonderful at dispelling enemy
magic as High Mages :)
SKINK WARRIORS: Some of the best cheap regimental troops
out there. Sure they are squishy and die BUT remember you only
get VP if you destroy a unit or have it fleeing at the end of the
game! Skinks always rally, rarely fail a panic test and can
cheaply unleash a volley of St4 and St5 missle hits (Strength 5
coming from a javelin carrying champion)! Use in small units and
skirmish. Extremely fast with M6, these guys will screen anything
from your stegadons, cold one riders to kroxigor units. Just make
sure there is something your enemy will pursue into (even another
unit of skinks!) Aquatic ability can be a lot of fun with the
right terrain, especially a river. As skirmishers, skinks make
wonderful screens for your flanks. Skinks. . . .then unleash a
devastating hail of javelins and arrows and then flee safely
away. Meanwhile, the enemy runs into a nasty set of saurus
spears. The skinks next turn will of course rally and be able to
charge the following turn, if the sauruses can't break the enemy
in one turn. The greatest use for skinks is to remember their
DOUBLE PACE rule as skirmishers means they move 12" right
through engaged enemy troops, just leave a little bit of room in
the battle line to run them through and so they can see the enemy
(very important). By holding some skinks right behind your main
assault forces. . . .rest assured that the skinks will get behind
enemy lines and will break rank bonuses a lot on subsequent
rounds. Another use of skinks, is as cheap scirmishers they
double pace! That means that even if they are within 8" of
the enemy they move 12" which gives them PLENTY of room to
double pace through opennings in your cohort battle line, helping
the sauruses out by QUICKLY getting BOTH flank and rear attacks!
22.5 pts per set of five rank breakers.
COLD ONE RIDERS: Don't dismiss these guys just yet.
Remember, you have a wonderful screen in skinks that can move the
cold ones forward with little fear they will be shot at or
charged. T2 is your great weakness granted! But against St3
troops such as archers, basic humans and even spearmen, the
incredible save of the cold ones 3+ with their St5 and 2St4
attacks should win the combat. If they flee GREAT, they flee 3d6.
I often use them to stop or slow down the enemy infantry.Place
them forward, seriously! They can get the charge on most any
troop. Sure they will get beat up and flee but they flee 3d6. The
enemy won't catch them and they sure will rally. Play with this
for a while and you will see how by charging the enemy then
having to flee you will wind up USUALLY being able to charge and
not be charged with your second battle line troops. Cld One
Riders are great fun against troops that must pursue, you know
pursue right into the charge range of the SMP with temple guard.
You can really have fun with this. This also works to keep
frenzied troops from ever doing anything. March up close to them
on the flank, they must charge. Your charge reaction is to to to
FLEE. You rally on your next phase and just move up to where they
have to charge you again. Bye bye plaque monks! Use a skink hero
to get ld7 if you are going to do this. Fun to use the skink hero
on a cold one with the cloak of feathers/black gem. Get rid of
that nasty mage! You can count on your cold ones being able to
charge something really quickly!
KROXIGORS: With 3St7 attacks and 3 wounds, these guys have
hitting and staying power even if they strike last. They also
give your skinks LD9. Here are just a few uses for them. #1 Place
them in their own unit just BEHIND a unit of skirmishing skink
archers. The archers of course stand and shoot, take a whipping
and flee. Now the enemy gets to pursue right into these
monstrosities (why not, they are going to hit last anyway!)
Kroxigors are also wonderful at tearing apart enemy warmachines
when the crews flee and chopping down any and all fords on river
terrain. Within units of skinks, Kroxigors pose a rude choice for
your opponent to make. Slaughter the skinks for combat resolution
and get pounded by the Kroxigors, or try to harm the Kroxigors,
and give up a huge, cheap rank bonus. This problem is compounded
if you use a skink champion and hero. God knows what magic items
you have on them! Kroxigors with 8-10 skinks are a powerful small
mission unit, able to do anything from attack a flank to advance
on enemy archers (sure you lose a few skinks but the Kroxigor
will beat the snot outta the archers), or hold off enemy
flankers.
TERRADON: The only flyers the Lizardmen EVER Get.
Terradons are prone to mass missle fire and have squishy T2. Yet,
if you can protect them, their charge can be amazing (auto St6
hit with 4 st 4 hits). Focus on quieting enemy war machines
(you'll lose the rocks there :(). Skink heroes on Terradons are
effective because of their manueverability and cheap cost. They
can deliver a potent message (Black gem, heart of woe etc).
Sometimes, you can catch and smash a lone enemy character.
STEGADON: The combination monster (low ws), charriot (st5
hits), and bolt thrower (low Bs and allows an armor save). . .is
one of the best units in the lizardman army. First, each model
can take a magic standard, leading to great combinations of the
banner of might (help them skinks and steggies hit) and the dread
banner. Stegadons are the best place to put your skink shaman as
it is extremely hard to hit a character in a howdah. First, you
must randomize where you hit. Then, if you hit a crew member, you
randomize which crew member. OUCH! Every Stegadon should have a
cheap skink hero with a halberd or double handed weapon to help
with the combat resolution. Stegadon's giant bows rarely hit
anything as you are almost always moving but they do provide 2
extra crew for randomization so their real cost is only 8pts.
Don't forget that the spears will do St4 damage on the charge!
Make sure these guys charge byplacing a unit of skinks in front
to absorb enemy charges.
CHARACTERS
SMP: Great big giant toads that are large targets (bad
side), but have a free 4+ special save (good side). The bigger
toads are some of the nastiest characters or monsters in the
game, especially with 4 high magic spells and 5 magic items on
top of 8 attacks and 8 wounds. COSTLY to field the large toadies.
Often, I find it more intimidating to place a few low level Slann
on the board. A level 1 Slann is every bit as tough as the best
hero and comes with a free 4+ special save. Compared to elves,
they cost the same. A level 2 SMP has the stats of a Lord
Character (with lance) and has an extra wound. and can carry the
full quota of magic items for a Lord. Again, the SMP has 2 spells
and the special 4+ save making him a real bargain. 80 pts for the
4+ special save, 2 spells and St 6 over an elf. The horrible
costs you hear about come from when you want a Lvl 3 or 4 mage! 2
level2 SMPs often are more than adequate for smaller games or
tournaments. In a larger game without the restriction on magic
items, a LEVEL 4 SMP with the blade of coca-cila and crown of
command is just about impossible to beat, but easy to avoid.
SMP's biggest weakness is a movement of only 4". Jaguar
banner helps some, but still, your mages and lords can not fly
and the jaguar standard won't let you catch fast troops that want
to avoid you. It's not that SMPs are expensive per se it is that
the points are so CONCENTRATED in one model!
SAURUS HERO: Extremely tough and low cost. Unfortunately,
this guy can't ride anything. S5T5 HEROES are better than almost
any races Lord Characters. You don't need to take a magic weapon
as St6 (with halberd) covers it. Good Cheap strong attacks!
SKINK HERO: Fantastically cheap hero if you can get by the
low toughness. Skink Heroes belong in Howdahs with either double
handed weapons or halberds! Skink Heroes are also particularly
useful on terradons delivering nice messages such as the black
gem or heart of woe.
SKINK CHAMPION: 20pts for a BS 4 St4 bow attack not
entirely bad. If skinks get hit by something huge (flying
terrors) it's ok for them to run but why have the unit destroyed
when the champion can foolishly challenge???
SAURUS CHAMPIONS: 32 pts for 3 Str 5 attacks which can
EASILY be 2 St6 attacks and a st5 attack with toughness 4. Very
Cheap and Very powerful character. Sword of swift slaying and
most any opponent will fair poorly. Imagine this guy with the
armor of protection. With a shield he would have a 1+ save along
with a 6+ unmodifiable save and a 4+ special save, which equals a
3+ equivalent unmodifiable save!!!! Good chance he can handle a
calvery attack and strike back with 2st6 and a st5 flury of
attacks.
SLANN ONLY MAGIC ITEMS:
Cloak of Feathers: Wonderful item (does cost a magic slot
though) to get a hero off where he is needed, BUT you must be
able to get into combat. A saurus hero with this and a good
+attack weapon will quickly dispense of an enemy war machine
crews. However, you can COUNT on skinks with 6" movement
quickly getting into combat. Black gem/cloak of feathers is
particularly nasty especailly because you can attack then gem.
BANE HEAD: A very good magic item despite what others say.
Often if you can do double wounds you WILL kill a character in a
round, especially a general or mage where otherwise, they would
have an opportunity to strike back. If you get the general or
mage baned, I assure you your opponent will be far more careful
with them. Another great chaaracter to bane is the hero riding a
monster. Bane him and then quickly attack with terradons. I like
the staff of lightning with the bane head. Of course the best use
is making his hth GOD characer think twice about picking a fight.
PLAQUE OF DOMINION: A bound spell which can be dispelled,
but if it gets through its impact is devastating especially with
saurus temple guard with champion or the Kroxigors with double
handed axes cracking armor. The magic item is so potent most
armies will keep a dispel stored each round to just avoid its
effects.
AMULET OF XAPATI: 3+ dispel with no modifications. Nice.
You can then cast one of your own spells for free. Pretty good,
but can your opponent attempt to dispel it? MOST IMPORTANTLY,
after you dispel one spell, your enemy's magic phase is OVER.
This is again one of the magic items which is expected by the
enemy and often he will not try to cast magic at a SMP assuming
the SMP has this item.
BLADE OF COCACILA: One of the best magic items in the
game. Your basic St 6 will ensure you can wound what you attack
and NO magic items will work in contact with you, BUT all yours
continue working (unlike sword of destruction!). Once you wound,
a magic item is destroyed so if the character flees he still is
disadvantaged. Wizards hate this blade!!!! Strongest anti-magic
item in the game a virtual automatic ring of corin! Great fun to
take two SMPs and have one take Blade of Cocila and the other
take the Sword of Destruction.
Potential Tournament Army
10 Temple Guard with light armor and shield 256pts
Standard-Jaguar Standard
16 Skinks with Bow,poison and standard 183.5pts
2Kroxigor
10 Skinks with bows, poison and standard 60pts
8 Skinks with bows, poison and standard 49.5
8 Skninks with bows, poison and standard 49.5
Stegadon-with Great Bow and 4 Crew -295pts
Standard of Might
3 Terradons with spears and shields 135pts
Skink Hero with double handed weapon (rides in Stegadon): 60pts
Armour of Fortune (Effectively gives hero a 4+ special save)
Skink Shaman (rides in Howdah):141
Ring of Corin
Skull Staff
(Run in check the magic defenses and destroy them!)
Skink Hero with halberd 78pts
Black Gem
SMP Champion (General in Temple Guard) 700pts even.
Sword of Swift Slaying (Not much will whip him when he strikes
first!)
Black Amulet (Just in case)
Rod of Power
Plaque of Dominion (Always!)
Battle Standard w/banner of sorcery
Hon Mention: Crown of Command (I guess with Sword of Swift
Slaying I can't see you winning combat by much plus I have
+5combat resolution to start!)
The two skink heroes ensure that the stegadon will CRUSH any
opponent. After all you now have, 5 st 7 hits and 3 st 9 hits and
3 st 5 hits along with all the other skinks and the impact hits.
The Black Gem is to prevent icky terror causing monsters from
hitting the stegadon OR to rush in and gem the enemy wizard or
general :) Take advantage of the randomness of hits 1/3 hit a
skink crew and the randomizing of which skink crew is hit (which
is why you might want to add more crew members to protect the
heroes and mage. I just like 295pts :)) Small Kroxigor/skink unit
can provide combat resolution for stegadon charges (they charge
flanks if possible) , provide a flank for the SMP or handle
anything that gets behind enemy lines (infiltrators etc!). One
skirmishing skink unit screens advance while others are used
AFTER the enemy engages to double pace through gaps in the battle
line and hit from behind! 12" :) They have many uses but
often wind up costing you 2 Vps.
Written by: Richard
Kottmeyer