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Tactica: Lizardmen PDF Print E-mail
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Written by Lord_Ribbit   
Friday, 11 April 2008
Article Index
Tactica: Lizardmen
Page 2
Page 3
Page 4
Page 5
Page 6
Page 7

 

Unit Breakdown:

Lords:

 

Slann Mage-Priest:

First, we shall take a look at, in my opinion, one of the most fearsome casters in the warhammer world. Lets take a look at his Strengths and Weaknesses.

Strengths:

The Slann is a level 4 wizard, and with the correct build, can gets the choice of 5 spells, and a sixth spell, Drain Magic. The Slann can choose from any of the 8 Magic Lores, and from multiple lores, making him very diverse. He can pick spells according to what army the LM player will be facing, which in our case, he will most likely choose Lore of Metal. More often then not, a Slann will be fielded in his 2nd generation form. Being of the 2nd generation, the Slann gets an extra free power dice for every spell cast, making it very hard to dispell all of his spells. An added bonus is that when a Slann miscasts, he does not have to roll on the miscast table. The spell just doesn't go off. The Slann also has a special rule called Telepathy, which allows him to use the line of sight of Skink Priests as his own, making his view of the battlefield huge. Some LM players just hide him in woods, and use the Telepathy to rain terror on his opponents, leaving him safe and sound in the forest.

Having 8 wounds and a potential 2+ ward save against shooting , and 5 toughness, the Slann is not lacking in defense. Not only this but he can be put in a unit of Stubborn temple guard and made into a BSB, giving the unit a LD 9 Stubborn re-roll with 3d6 dice, using the Cold- Blooded rule. This unit can also be givin a 5+ ward save against shooting, making it a very tough nut to crack.

Weaknesses:

The biggest weakness that a Slann has is his points cost. In his best form, the Slann can cost over 600 points. This makes him a magnet. Being a large target, he can draw a lot of fire. If you manage to kill a 2nd generation Slann, you not only get his 600+ points, and 100 points for killing the General, but an additional 200 points because of how powerful he is, making a grand total of 1000 points for taking the Slann down. Although I must add that in all the games I have played, I have not once lost my Slann. A good LM player knows what he has to do to keep him safe.

Tactics:

I think it is a must to bring field soem Damsels loaded with Dispell scrolls and/or the Chalice to get some more Dispell dice. Also mount them and stick them in a unit of Knights to give them Magic Resistance. The Mirror is not a good idea considering the amount of wounds he has and the fact he has a potential 2+ ward save. In my opinion, get him in combat as soon as you can.

If the Slann is left by himself, get to him as fast as possible. Pegasus Knights are best used in this situation because they actually have a chance of take a few wounds off him and beating him in combat.

If the Slann is in a unit of Temple Guard, then your job will be much harder. He gets to sit back in the second rank, and being a large target, is allowed to cast from there. This also applies if the unit of TG is in combat. Shoot the crap out of the unit. Maybe use some Trebuchets to inflict some damage on the unit. Going into CC with the TG is probably not a good idea. They will most likely have a Static Combat Resolution of 6, are Stubborn, and as mentioned before, LD 9 re-roll with 3D6 dice. The only way I see you taking this unit out is by shooting it. If you manage to beat this unit, you are looking at a potential 1500 victory points. The only downside to LM players taking this unit is that it cost a whole lot, but the damage the Slann can inflict could make up for the lack of remaining points.

 

Saurus Old Blood:

The second Lord choice that a LM army has, the Old Blood is to close combat as a Slann is to magic. This guy can be made into a very powerful CC monster. I must admit that I have almost exclusively used a Slann, I will try my best to give some insight into the Old Blood.

The Old Blood's stat's are average for a lord choice. The equipment he can be given is what makes him powerful. In my opinion, mounting him on a Carnosuar is what makes him so powerful. The Carnosuar itself packs a powerful punch, causes Terror, and inflicts D3 wounds to large targets. Together they have around 10 attacks, all at least Strength 5, which can put a hurting on most anything. This build is most commonly used to take out Large Targets and hunt lone Wizards, although getting a flank attack with the Mounted Old Blood can prove devastating to most any rank and file unit.

Strengths:

Has the potential to have a 1+ save, and a 4+ ward save against Strength 5 or more attacks, and toughness 5. This makes the Old Blood pretty tough to injure. Not only this but the Carnousaur has a wooping 5 wounds and also a  toughness of 5. Taking these two down can prove difficult for even elite troops. Most commonly given the Blade of Revered Tzunki, the Old Blood gets +1 Strength and no armour saves are allowed against any wounds inflicted.

If not mounted, the Old Blood can be given the Charm of the Jaguar, giving him a movment of 9, making him very dangerous. I will go into more detail about the CotC in the Hero section, because it is most commonly used on Scar Veterans.

Weaknesses:

Can be easily shot down if mounted on a Carnousaur. Can cost alot of points. Rank and file troops might be able to take it down with Static Combat Resoulution. Also, the Carnousaur is subject to frenzy, and can be baited.

Tactics:

Again, try and shoot this guy down. He is a large target and therefore eaiser to aim at. The most common tactic for Bretonnians should be to bait him due to frenzy and get a nice flank charge on him. This should be enough to take the big guy out. Do not let him hit your flanks, and do not leave lone mages and heros in the open. He will tear them apart.



Last Updated ( Saturday, 03 May 2008 )
 
Discuss (5 posts)
Tactica: Lizardmen Apr 11 2008 12:30
This thread is for the discussion of the article: Tactica: Lizardmen

Leave your feedback, comments, and questions here.

Thanks for reading!

- Lord Ribbit -
Re:Tactica: Lizardmen Apr 11 2008 17:01
It's a good read, has good points on several LM troops and heroes.

But I get the feeling you only were interested in the units you normally use with Lizardmen.
Saurus warriors, jungle swarms, Saurus cav and chameleon skinks don't get the attention they deserve..

Saurus warriors
High T, 2 attacks per model, and coldblooded Ld 8 which effectively can be regarded as Ld 10 in most case.
What's there not to like? Even it's price is Ok..
They are slow, but most infantery is slow, LM has enough fast stuff to support them..
Against shooty armies they would be most likely be screened by skinks
Joined by a Saurus BSB with the movement banner, a unit can do quite nice things
Charging a unit on it's flank/rear. This in addition to the normal use of charge range bonus
Sacred spawnings make them quite versitile, even if it increases it´s status to special or even rare (2 spawnings)

One of the best infantery in the game!
Reliable, tough, 4+ savein cc(hw+shield) and upgrades by spawnings





Templeguard.
Even better infantery then above because they are stubborn.
Combine this with a Slann which also is the BSB, makes this a unit which will not easily break.
Also more expensive then normal warriors so quite a pointdrain with the attached Slann.
No Sacred spawning however..


Jungle swarms
Fast, agile, and 5 poisoned attacks with 360 degrees LOS
Good against anything that doesn't have a good armour save.
A bit too expensive true but still usable in the 7th edition with the new swarm rules, but don't charge fully infantery units with them. Crumbling is a problem..
Using them as tarpits is no longer a good option




Saurus Cav
Yes 3+ save makes them vulnerable to shooting, so stay away from S4 or higher shooting from them.
Stupid, yes but the Coldblooded rule negates most of that..
Fails only about 1 in 12 for that test.. not bad..
Is not heavy cavalry, medium at best, Making a frontal charge to a full ranked up unit is not their strength..
That movement banner is going to deliver them in the flank of a unit if you don't take precautions



Chameleon skinks.
Their unique scouting ability means you can be marchblocked from the start..
The normal scouting distance is negated when they stay are deplyed in terrain/out of LOS..
Can also deploy in the open but then 12 inch distance is required..
Well worth their points (65 min. sized) for their marchblocking abilities.. Sure they can hunt warmachines and mages too, but that´s not their best ability..
Their small unitsize make them quite adept at hiding in even the smallest of terrain.



I miss also a section on spawnings and magic items in this tactica.


That´s it for now
Re:Tactica: Lizardmen Apr 11 2008 17:31
I definatly agree that Saurus Warriors are amazing. I do use them on occasion. I just know that in tournament lists, Skinks are taken en mass. The only reason they are looked down upon slightly is their lack of speed.

Also, Temple Guard are only Stubborn if joined by a Slann.

In regards to Saurus Cav, You would think Cold-Blooded would negate stupidity, but i cant tell you how many times they have gona stupid on me and got wiped out in return.

I wrote the Tactica from a Competitive/Tournament viewpoint. I focused more on the units you will see and less so on the units you won't see often. If people want to add things on units I didn't really focus on, thats what this thread is for I will possibley update the Tactica with more information gathered here, so thank you for your input

Im gonna write seperate topics on magic items and sacred spawnings.

I originally was gonna do them together, but when I ended up writing over 10 pages on the units, I decided to do them seperately.

Thanks for the input!

- Lord Ribbit -
Re:Tactica: Lizardmen Apr 11 2008 20:27
Warriors are often neglected in tournaments list.
That's often because Skinks are so much cheaper to fill Core requirements


Templeguard is indeed only stubborn with a Slann
But you have to have a Slann to buy TG..
The Slann must join the TG, so unless the Slann is killed the TG is allways stubborn..

I also play DE,with cold one chariots, in comparison the Lizardmen Cold one are quite stable..
But still once in a while they go stupid.. Doesn't worry me too much.
I'm also an O&G player which is used to animosity... And that's for almost all units instead of 1 suarus cav unit
Saurus cav is for me a game winner with the blessed totem of course

Mainly focusing on units that are most commonly used in tournaments, I understand it but it misses out on the rest.
And when you put a lot of effort in such an article, it seems to me just a bit of a waste not to add a bit of extra detail on the not so commonly used units..

I look forward to reading further articles from you


Because if they are used the reader doesn't know how they are used, thus will be surprised
Re:Tactica: Lizardmen Apr 12 2008 01:25
Well the reason I didn't go into a lot of detail on the units less used, is because I dont use them that much haha

Ill look around and find some stuff about them and update the tactica.



- Lord Ribbit -


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