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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
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Page 4
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Page 7
 

 

 Rare:

 

Stegadon:

A mobile bolt thrower. Causes Terror and has impact hits. Cost a lot of points and take up a rare slot that some Lizardmen players would rather use for Salamanders.

Strengths:

Devastating on the charge. Using two at a time is common for those who use them. Also stubborn. Has a Giant Bow on its back, which counts as a Bolt Thrower, but Strength 5 instead of 6. Also causes Terror. Toughness 6 is hard to wound. Pretty fast at movement 6.

Weaknesses:

Only has a 4+ armor save. Leadership of 5 means he gets run down a lot. Salamanders are better in my opinion.

Tactics:

Get the charge and the Stegadon will break. Don’t let him charge you. Watch out for the terror. Charge him with Knights Errant with an Errantry Banner, easy victory points.

 

Salamander Hunting Pack:

Very powerful skirmisher unit. Can run 3 per rare slot. Most players will take all 3. Auto-hit using the misfire dice. Strength 3 hits with a bonus -1 to our armor save.

Strengths:

Causes fear. If you misfire, you just eat some of the crew. If they all die, you must pass a leadership test, if passed, the unit works as normal and all further misfires don’t do anything. Auto-hit is devastating. Movement 6 and skirmishing makes them easy to maneuver.

Weaknesses:

Not many here. Other then the fact that many people consider them broken and will scoff at the fact they are being used. 5+ save is the only thing I can think of, although it does get randomized between the Salamander and crew.

Tactics:

Charge them as fast as you can with Immune to Psych units. Getting hit with 30 Strength 3 hits that make our save to a 3+ means a lot of dead Knights.

 


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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