The 8e Lizardmen Handbook. I feel we’ve been sorely lacking a Handbook in the styles of other army forums, both Ogres, HE’s and Empire have well written books and I feel I’d try merging all of the spread out information we have to make our own. Starting comments: As for the Handbook’s written by Rothgar13 that you may or may not have seen floating around other forums out there in the big wide internet I’m going to make some assumptions. 1. The handbook is written with no Comp in mind – any amount of anything is considered good to go and nothing is considered more or less useful due to its rating in a certain comp system. 2. This handbook is written with an all-comers list in mind. 3. This handbook is written with a competitive list in mind. Ratings scale: I’m going to rate units in color codes as to make a handy and quick reference in the usefulness / competitiveness of a certain unit; it would still be wise to read the quick description following the color coded unit name. Red is dead. This is a choice that's so bad, it actively detracts from your army synergy and makes your list a worse one overall. Yellow* is conditional. It may shine in certain matchup or when used in certain ways, but in general it's a subpar choice. Green is the average. Not necessarily a great choice, but it's rarely one you'll end up regretting. Blue is an above-average or exceptional choice. These options frequently increase army synergy and overall list strength. Purple is the highest rating in this handbook, and it's reserved for choices that should be staples in virtually all competitive lists. Don't leave home without 'em. (The above is directly copy pasted from afore mentioned guides for easy reference the forums across - credits to Rothgar13) References: Here I’ll store the immense amount of posts which I’m going to use to support the ratings of specific units and their use in a competitive list. Lizardmen Overall: The general Characteristics that follow Lizardmen armies. 1. Lizardmen can do most things but long range shooting well. We have a solid magic presence, great monsters for a mashing list and several fast-moving units and/or flyers to (hopefully) take out whatever cannons our opponents bring. If we want to we can also build a shooty list with a limited range, but great movement. 2. Lizardmen is an infantry centric army – we are reliant on clouds of skinks or units of Saurus warriors almost regardless of what list we play. There’s a very limited selection in core, and none of the choices are enough of a powerhouse, to receive much more than the minimum dedication of points in a competetive list. 3. Lizardmen can go with both a defensive and an offensive strategy. However I feel that with the new book and the lack of long ranged shooting besides our solid magic presence we’ll usually be forced to be the aggressor as to support our fast moving artillery killers, flyers, and get the maximum use out of our high MS units. Army-wide special rules: Here I’ll sum up our special rules and their relative worth. Cold blooded – The ability to roll 3 dice for leadership tests and take the 2 lowest is an immensely useful tool though somewhat diminished, but still great, with the nerf of Skink leadership in the new book. This allows our units to operate outside of our general and BSB’s bubble of leadership without the punishment some armies would have to endure. Predatory Fighter (PF) – When your units possessing this special rule produce a 6 to hit, we get another attack, that cannot generate hits – furthermore we cannot test to restrain pursuit unless we have a skink character, including skink special characters, within 6” of the unit with PF. This Rule's usefulness is diminished first by the randomness of having to first roll the correct result on a dice, and second by the added lack of control it adds. However it will be rare that we do not wish to pursuit and it is possible to build around that punishment so all in all the rule should generate us a small, but still nifty amount of extra attacks. Aquatic – This rule is dependent on the rolled terrain, as it makes units with the rule harder to hit and allows them to remain steadfast, claim ranks or march in Marshland or river. With a smart placement of terrain this rule can definitely have a saying in a game, but seeing as not many of our ranked units possess this rule we’re likely to use it mostly for movement purposes and protection from ranged fire. Jungle Poisons - Simply put, poison for skinks but only for ranged combat. Point your skinks at the right enemy target, or your chameleon skinks in that regard and watch the poison take it's effect. Having only an armour (and/or ward) save to avoid taking a wound, many monsters, warmachines or other softly armoured targets will be wounded when hit. Poison is at it's most usefulness against low AS, high toughness unitt. Now start rolling them 6's. Scaly Skin - Scaly skin is an armor save on top of, or instead of, a normal armor save. This can be huge when considering our lords and heroes come bearing a 5+ or 4+ of these with options for LA and Shields. With only one model missing out this is a great special rule. It should be noted that Lizardmen otherwise don't have access to heavy armor or the special kinds of armor some other races possess, which means Lizardmen are not the most armored Warhammer army. Arcane Vassal – Very valuable for Slann and Skink Priest pairings. Skink Priests have just the right combination of mobility and expendability to make them great for aiming Slann spells, especially short ranged spells. Somewhat less valuable on the Troglodon, but the size give it’s a good vantage point and you can one-two punch enemies with a spell followed by some acid spit and unlike a Skink Priest, it can survive a fight (well some fights). Telepathic Confabulation – With the End Times expanded Lord allowance, you do need a large points sized game to have two Slann in one army. To make this power more than a novelty, you generally need one Slann in the center of your army to transfer radius spells to and a more a distance Slann to transfer your long range spells too. You can also transfer your miscast prone high value spells to a lone Slann away from a bunkered Slann. Be wary of giving one Slann all of your best spells, since you lose everything if he dies. * = Actual yellow yellow shows up poorly on this new light background. That's why our current yellow is more orange than yellow Work in Progress - I'd love some support on this, advice, constructive criticism, correction of grammar and spelling errors and pointers towards the rating of units and rules.