Tactica: Lizardmen
Written by Lord_Ribbit   
Friday, 11 April 2008

With my first army being Lizardmen, and having played them extensively, I have decided to share my knowledge on how LM work and what Bretonnians can do to stop them. What this article will cover is Lizardmen Units, their Strengths, Weaknesses, and Tactics to use against them.

 

Enjoy! 


 

Introduction:

The Lizardmen are a very balanced army, and can perform well against most others. They have a army wide special rule, Cold-Blooded, that allows them to use 3D6 dice for all leadership based rolls, discarding the highest. This makes breaking LM units pretty tough. They are also a very fast moving army, with most of the units having a movement of 6.

They have some of the best skirmishers in the game, and rock solid rank and file troops in the form of Saurus. Their special choices are also well balanced and powerful, as well as their rare choices. We will now go into each unit, give its Strengths and Weaknesses, and how Bretonnians can counter each unit.

 

 

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.

 

 

Heros:

 

Saurus Scar-Veteran:

Best Hero choice that a LM player can get. Also, one of the best hero’s in the game. Having 4 attacks, WS 5 and a Strength of 5, the Scar-Vet is one mean machine.

Strengths:

The most common build of a SV you will encounter is the Jaguar Saurus of Doom, known hence forth as JSoD. A GW wielding, movement 9, 5 attacks 0+ save in CC and having a 4+ ward save against Strength 5 or more attacks, the JSoD will be found in almost every LM list. His main focus is attacking  Warmachines and lone wizards. Also attacking the flanks of Knights.

Weaknesses:

Not many here. Can’t really think of any. 

Tactics:  

Protect your warmachines. Watch the flanks of your knights. His 5 strength 7 attacks can rip your knights up if he hits your flank. Don’t keep your mages out in the open. He will hunt them down and easily take them down by turn 2. If you can manage to charge him with a Rank and File troop, you will be able to take him down. If not try and shoot him as well as you can. He is bound to fail some saves.

 

Skink Chief:

Not used by many LM players. Scar-Vets are almost always taken over a Skink Chief. They can be used as mage-hunters and warmachine hunters, but the JSoD does it better.

Strengths:

Low point cost. Can be given a cloak that allows them to fly. This build will also have them take the Spawning of Sotek and an extra hand weapon, giving them 5 attacks at Strength 4. Not bad for what its meant to do. Can also scout, and possibly get a first turn charge. May also ride a Stegadon, which can deal some damage. Ill go into the uses of a Stegadon later on.

Weaknesses:

Very easy to kill. Not worth taking a Chief over a Scar-Vet. Leadership of 6, so he is fairly easy to break. Also, Toughness 3, again very very easy to kill.

Tactics: Don't really have to worry about him. 

 

Skink Priest

:Level 1 mage. Can be upgraded to level 2. Can only take spells out of the Lore of Heavens. Not many good magic items for his use. Is usually played as a level 1 mage with dispel scrolls.

Strengths:

Gives line of sight to your Slann, the main reason I personally take him. Also a good scroll caddy. Can be placed in units of skinks and can also scout to get even better LoS for your Slann. Can be given an item that counts as a dispell scroll and can end his opponents magic phase on a 4+, which can be very powerful against a magic heavy army.

Weaknesses:

Does not really stack up against similar casters of other armies. Very easy to kill with his Toughness of 2 and no possible save.

Tactica:

Use Pegasus Knights or Mounted Yeoman to deal with them if they are alone. If not just charge the unit they are in to take them out. If there isn’t a Slann on the table, you don’t really have to worry about them.

 

 

Core:

Saurus Warriors

The main rank and file troop found in a Lizardmen army. One of the best core units out there. Strength 4 Toughness 4 and 2 attacks each with a possible 3+ save. Might not see to many of them though, as the more competitive lists use massed skinks.

Strengths:

As I have previously stated, these guys are tough to take down. Toughness 4 and a 3+ save in CC can be tough to beat. Also having a Strength of 4 and 2 attacks each means they will kill you easily.

Weaknesses:

Having these stats does come at a price. The cost 12 points a model which to a Lizardmen player means 2 skinks for the price of 1 Saurus. They also have the slowest movement value of almost all Lizardmen. Skinks are preferable over Saurus in competitive play so you might not see any in the good lists.

Tactics:

A double charge from Knights should be enough to take these guys out. They are slow, so use this to your advantage. Be aware if they put a hero in the unit, as he could put a hurting on you.

 

Skink Skirmishers:

One of the best, if not the best, skirmisher units in the game. Rubbish in close combat, but can be extremely useful with there Poison Darts and Javelins. Movement 6 means they can get around the board to where you need them. And scouting can place them right where the Lizardmen player needs them most.

Strengths:

For a very low cost, Lizardmen players get a fast, extremely useful unit that can put a hurting on units, especially those with little or no save. There are two builds of Skinks, the Javelin and the Dart Skink, both of which have poison attacks. The Javelin build is used as a screen and to redirect charges, opening up flanks for Kroxigors, who can actually charge through the skink screen. The second build, Poison Dart, uses their double shot ability to throw out 30+ poison shots, which means auto wound, and we are bound to fail even a few of  our 2+ saves. They are also fast which means they can run circles around most units. They may also scout, which can put them in an even better position. 

Weaknesses:

Very low toughness, maximum 6+ save and WS of 2 means they are crap in close combat.  Also a leadership of 5 means they will likely flee if you can kill enough of them.

Tactics:

Use there low leadership to your advantage. The prime unit size is usually 13, meaning you will have to take down at least 4 to cause a panic test from shooting. If you can charge them, they are dead. Also, if you get in CC with another unit, they can’t shoot you, and will be rendered almost useless. Be very weary of the skinks who act as screens for Kroxigors. They can redirect your charge, leaving your flank wide open for the Kroxigors to rip open.

 

Jungle Swarm:

Crap. You will almost never see them.

Strengths:

None.

Weaknesses:

Cost way to much. New swarm rules make them utterly worthless.

Tactics:

You will never see them, and if you do, they are easily dispatched.

 

Temple Guard:

They are about the same as Saurus Warriors. You will only ever see them if a Slann is on the table, and sometimes, not even then.

Strengths:

See Saurus Warriors

Weaknesses:

See Saurus Warriors

Tactics:

See Slann Mage-Priest

 Special:

 

Saurus Cavalry:

The heavy cavalry of Lizardmen.  Higher WS then Saurus Warriors. Ride Cold Ones. Not used by many LM players due to only having a 3+ save and a pretty high price.

Strengths:

Ride Cold Ones so they cause fear. Can take a magic banner that adds D6” to their charge, so they have a potential 20” charge. Two attacks each at Strength 5 can put a hurting on most units.

Weaknesses:

High point cost for only having a 3+ save. Are subject to stupidity, which is to much of a risk for such a high point unit. Kroxigors serve the same niche, and do it better.

Tactics:

Just get a charge onto them and they will go poof. Shooting can also take them out. All in all, easy victory points. Don’t let them charge you though. 10 Strength 5 attacks + 5 Strength 4 attacks will take out even our noble Knights.

 

Kroxigor:

 The anti-cavalry unit. Three attacks each with GW means they are very good can-openers. A group of 3 will send out 9 Strength 7 attacks. Also 3 wounds each makes them a hardy unit.

Strengths:

A charge of 12” and wielding 3 Strength 7 attacks each, these guys are our bane. To top it off, they can charge through Skinks, which means that any LM player worth his weight will almost always get the charge with the Kroxigors. If you go to charge the skinks, he will flee and set them up to redirect your charge, leaving our flank wide open for the Kroxigors. Be very aware of this. It can spell doom for even Grail Knights. They also cause fear.

Weaknesses:

Cost a lot so you won’t see very big units of them. GW means they will strike last if you survive the first round of combat. Also only have a 4+ save. Skink Screen fleeing means the Kroxigors will have to take a panic test, but Cold Blooded LD 7 will probably be passed.

Tactics:

Try and get behind the Skink screen with Flyers or Fast Cavalry. Also try and shoot the skink screen to try and make them flee.

 

Chameleon Skink:

Basically, Elite Skinks. They can scout very close to the enemy and have a better BS, meaning they can double shot, move, and be at long range and still get poison shoots.

Strengths:

See Skink Skirmishers. Also good mage and warmachine hunters.

Weaknesses:

See Skink Skirmishers. Also cost double the points as normal skinks. Most Lizardmen players would rather have 2 Skinks as opposed to 1 Chameleon Skink.

Tactics:

A little harder to kill by shooting then normal skinks. Other than that, See Skink Skirmishers.

 

Terradons:

The only Flying unit available to Lizardmen. Cost is reasonable. 3 attacks each and 2 wounds, though no save.

Strengths:

Having 3 attacks each, these guys are very good at taking out warmachine crews. Also good at march blocking and harassing, due to poison attacks with javelins.

Weaknesses:

Cost a lot for having almost no save at all. Easy to take down with shooting. Also, once warmachines and lone mages are gone, there isn’t much more they can do.

Tactics:

Shoot them down. Protect your Trebuchets and don’t keep mages alone. If you can charge them, they are dead. The use Pegasus Knights will be more then enough.

 

 

 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.

 

Battle Reports: (Updated 3/2/08)

Ill post any LM vs. Bretonnia battle reports here as I play them.

Battle: Lizardmen vs Bretonnia (NEW)

 

 

Conclusion:

The Lizardmen army is quit a tough army. They are very balanced and have some very powerful unit choices, some that could cause much devastation to our Knights. They are fast moving (granted we are faster), and can maneuver around the battle field with ease.

 

Thanks for reading!

Let me know if you have anything to add. Just send me a PM or discuss below.

May the Lady bless you all!

 - Lord Ribbit -

 

Last Updated ( Saturday, 03 May 2008 )