• The forum software have been upgraded to the latest version.

    If you notice anything that looks off, or does not work, please let us know.

    For more information, click here.

Dipping my toes in the water...

Jungle Swarm

freakish87

New Member
Messages
2
Likes Received
0
Trophy Points
0
Hello Lustria-Online,

I thought I would pop by because after some confab at my LGS I heard this is the place to go for all things Lizardmen.
The jist is that I have been playing 40k for about 2 years and I want to start collecting a WFB army up nice and slow. I've had a couple of touches with WHB (I picked up a daemons army book and played a newbies game with an ogre kingdoms batallion but it didn't feel right at all).

I like the look of lizardmen and I reckon I would enjoy painting them (lots of nice bright colours and aztecs were my favorite in ahe of empires 2 :D ) but not sure how they would feel to play. From an unbiased point of view (by that I mean omg lizardmen are the best because of a and b and x and y) how do they feel in close combat? Are they swift and decisivve like a scalpel, if so why? Are they like a slow and monstrous blunt instrument, again if so why is that? Is it balanced, does it lean one way? And are they a good army for lovers of magic (I do like my 40k psykers). Do they have problems facing up to many other types of armies/builds?

Should I be looking at other types of armies for a more balanced type of army or are lizardmen quite flexible in their approach?

Thank you guys,
Freakish87
 
Personaly I picked Lizardmen Because I loved thier background,
and they where amoung the most balanced and versitile armies in Warhammer,
our strenghts are our excelent cold blooded leadership, and versitile troops,
and we are able to field just about any style of army.
(magic heavy, combt heavy, fast attack, shooty, all comers)

our weakness are while out troops are excelent they also cost a lot of points.
also most of our shooting is very short range, and out initive is very low.

take a look at at some of the stickied tactics and battle reports to get a feel for how the
army works as a whole. ;)
 
Thanks a bunch for the brief on the lizards.
I had inital fears that the armies would end up either too strong and small or too hordey and weedy.

I like powerful expensive models but get sad when they're shot down before they make it, but I also hate spending 20 minutes moving a massive horde army plus id be painting for years.

I kind of wanted something inbetween the 2, reasonably sized force not too big not too small, good with both spell and sword, one or 2 big creepy units to give my opponents a bit of dread, but with a staple mainstream. They sound good, I think I am going to have to buy the army book now and have a good couple of days mulling over it.
 
If you want a long thourough description, there is a great one in the Under Empipre (Skaven Site).
http://underempire.net/index.php?showtopic=12264&st=0&#entry2196158 :smug:

Here's a small sample...
The Lizzies specialize in close combat ... they don't have to rely on ranks and flanks for CR [combat resolution]. Many of their units can add to a massive body count without ever breaking and chasing down a single unit. Because of this, having numbers is the most important thing against the lizzies. By this, I mean numbers OF units, and also numbers WITHIN units. You MUST have more units than the lizzies, and you MUST have the outnumbering bonus in CC...

2- Special Rules The lizzies have two special rules of note: Aquatic and Cold-Blooded.

Aquatic
Lets them treat water features like open ground. Skinks, salamanders, and even mighty kroxigors all benefit from this rule. The obvious advantage is that skinks and hunting packs can set up an impenetrable firebase in the middle of the lake. eek.
Less obvious is to use it as an escape hatch for kroxigors, especially once they're down in number. Even a lone krox, knowing it will lose from CR, can charge into a unit on a 'not-so suicide' mission, skewer a few rats, and then retreat with impugnity into the murky water. Scary.

Advice is to avoid these features like the plague, and make sure that few of them are put on the board in the first place. Actually, no, avoid these features as if they were erupting volcanoes capable of spewing forth masses of poisoned darts and great gobs of fire. During deployment remember that chameleon skinks can be dumped in them AFTER all your units have hit the table (gutter runners exepted). Am I being clear enough? I think so...

Cold blooded
Lets ALL lizzies roll three dice for leadership tests, and use the best two dice. This is a HUGE advantage. Statistically, it has roughly the effect of +2 to leadership stat.
After SiN, this is the BEST leadership rule in the game. Near a Slann waving the BSB this turns practically every lizardmen unit into a tarpit, sometimes even skinks...
 
Back
Top