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8th Ed. Fan made new Lizardmen units and amends to existing profiles

Skink

Felian

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Hello,

as per the title and some introduction I offered in the 'Introductions' section of the forum (here), I put together a list of new units and characters for the 8th edition of the WHFB Lizardmen army and I offer changes to many of the existing ones. (Needless to say, these rules can be updated to 9th age and Age of Sigmar, I imagine).

The reason for this fan work is that the Lizardmen army has always been one of the poorest in term of units and characters varieties within the game. For this reason, I decided to design several new profiles and rules, in order to integrate the army with more options and offer a richer set of alternatives for army creation and battle management.

You can find my document here and it is open for your comments and opinions.
https://drive.google.com/file/d/1ytpgnwx1tQYzJyDBhBEJkdQmJlQKfDR0/view?usp=sharing

From my point of view, more or less, with these changes, it would be the Lizardmen army book I always dreamt of and GW never gave us, but, of course, you might suggest further improvements that could make it even better.

I am looking forward to reading your impressions and comments about what I put together
 
I think they are brilliant. Particularly like the core troops able to be upgraded as they are not worth their points value IMHO.

What are your ideas on war machines? It seems very silly that we have bolt throwers on the back of a Stegadon, but we can't have these as stand alone war machines.

And I personally hate stone throwers, but surely we would have worked out a war machine like this? It's not very complicated.

Otherwise, I'm having a think about what other kind of long-ranged attacks we should have. It's one of the things that we really suck at and forces us into certain tactics.
 
Thanks for your praise!

I see your point about a blot thrower on land and agree that would make sense.
At the same time, I imagine that the rationale for not having one (and, likewise having living war machines) is that Lizardmen are not really a long range army and use beasts and magic to compensate. This is why I suggested that take on the Arcanodon.

Another machine that is technically missing and could exist as some kind of spell or dinosaur, would be the cannon. I was a bit tempted to place some cannon-like thing on top of the Titanodon, but I was concerned of making something neither good for melee nor sensible for firing at that expensive cost
 
Thanks for your praise!

I see your point about a blot thrower on land and agree that would make sense.
At the same time, I imagine that the rationale for not having one (and, likewise having living war machines) is that Lizardmen are not really a long range army and use beasts and magic to compensate. This is why I suggested that take on the Arcanodon.

Another machine that is technically missing and could exist as some kind of spell or dinosaur, would be the cannon. I was a bit tempted to place some cannon-like thing on top of the Titanodon, but I was concerned of making something neither good for melee nor sensible for firing at that expensive cost

Good points. Let me have a think about that. We don't seem to have black powder, but I'm thinking along the lines of salamander fire that has been stored and make it into a super-powered stone thrower (strength 10 for the middle and 5 for the rest, with flaming attacks). Maybe in a glass sphere? Bit like Greek Fire?
 
could be.
Or some kind of ancient stone-ish sphere inscribed with ancient glyphs that can be charged with magic and, after been thrown, it detonates releasing the charge.

Given the powers of the Slanns, I believe that dwelling on the magical/mystical side is the most sensible for the Lizardmen.


Do you have any other comment about my suggestions for new units and/or amends to existing ones>
 
@Lord Agragax of Lunaxoatl in case you did not notice, I posted my work here, as you suggested ;)

I did notice, thanks for reminding me, I was just formulating my response.

Love the idea of Skink and Kroxigor Lord characters and a Kroxigor Hero character, alongside the famed Horned Ones and the other Lustria beasties and Saurus monstrous cavalry. I originally thought Lizardmen were one of the factions that got the better end of 8th Edition releases, but some of these would have been great to see alongside what we did get (if only GW gave us as much attention as damned Warriors of Chaos and Dark Elves :rolleyes:).

I also thought of the Redcrest Skink idea for some heavier Skink Infantry, but I personally would have also given those chaps Toughness and Weapon Skill 3 and perhaps Strength 4 to make them at least half-decent in a melee as they’re supposed to be a melee unit given that you’ve given them Predatory Fighter ;)
 
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Wow! Just finished reading your rulebook and I really like it. Where is that rhinodon art from? I might be running some of these in my army :D. For artillery might I suggest massive Solar Engines on the ground? You could modify their stat block to be more similar to a cannon.
 
I was also thinking about another profile that, for no reason, does not exist:
a generic Slann relic unit. According to the lore, it is normal to have slann mummies in the cities. I would imagine that they are taken to battle just like Lord Kroak.
I am unsure if this would be a hero or a rare choice, however I imagine it as a weaker Lord Kroak, maybe with just 1 spell at player''s choice from any of the accessible spell lore
 
Wow! Just finished reading your rulebook and I really like it. Where is that rhinodon art from? I might be running some of these in my army :D. For artillery might I suggest massive Solar Engines on the ground? You could modify their stat block to be more similar to a cannon.
Please, if you try any of my units, let me know how it goes.

A fixed solar engine cannon can be interesting, but mounted on a big dinosaur is definitely cooler in my opinion, like the arcanodon I was suggesting! :D
 
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