I'm working on starting a new WIP thread for Lizardmen 101. If anyone comes up with something I like I will add it to the finalized draft with a credit to your username. Here's what I have so far. is the old link before the new book. Lizardmen 101 If an enemy unit has elite stat lines, our infantry units will not be able to beat it in a fair fight. You will need to either tarpit them with Skinks, redirect them with Skinks, or engage tehm with our stronger infantry fighting slanted battles either using buffs or supporting charges by dinosaur units. If an enemy unit is mediocre stat lines, send Saurus at it. They are strong and tough enough to wound most things easily without taking many wounds themselves and they enjoy extra attacks and good saves. While you are waiting for close combat to happen, shoot things. Use Skink shooting at whatever the most powerful low armor save units on the other side are. Use Salamanders at any enemy units tightly packed. If you don’t want to kill something or can’t, redirect it with sacrificial Skinks or tar pit it with a big Cohort. Swarms can stall or redirect things too but not as effectively. If there are war machines, send Chameleon Skinks and Terradons at them. If your Skirmishers, Salamanders, and Razordons are out of better things to do, they can charge war machines too. Support your Predatory Fighter infantry with flank attacks from Stegadons, Cold One Cavalry, smaller blocks of the same infantry, and Salamanders/Razordons that have run out of things to shoot at. Big dinosaurs attract heavy artillery. This can be mitigated slightly, but there is no easy fix. This is just something we have to live with. Slann are powerful with the right builds, there is no right or wrong build for a Slann. Just make sure you have a plan for everything you take (or don’t take). A Slann-less army can be competitive with the right units. You’ll want a Bastiladon or two with the Solar Engine, a scroll caddy or two, and a large number of heavy hitter units.
I am brand new to WHFB and Lizardmen. This kind of post looks really useful to help point me in the right direction. I have so many questions I don't even know I need to ask yet. There is so much to learn and this forum has some fantastic information. Thanks everybody who takes the time to collate and write such informative posts. Martin
Ok here goes: By not pimping the slann too much we can use the remaining lord points on an Oldblood with great weapon, cold one, dawnstone and armour of destiny. Hello 5 S7 attacks, rerollable 1+ AS and 4+ ward. Generally speaking you have to seriously consider when you decide to go all in with wizards. Some combinations can be Tetto'Eko + Slann or pimped Slann + a couple of priests. You can never rely on the Winds of Magic so sometimes doing less is better. Skinks and kroxigors can both move 6"/12"march and march through water. Not only can this take some opponents off guard, but when you consider making a list with other M6/M7 monsters you might consider dumping our slow M4 saurus/slann and suddenly have a full quicker-than-elves army When facing S6+ units (such as several dwarf units, GW inner circle knights, chaos warriors w/ GW etc) use large skink cohort units. You'd rather tarpit them with units that costs less than half the price of a saurus warrior and dies equally fast anyway. According to MrPhat our Troglodon acts like our old second slann. Meaning that we can still have 8 spells and cast them through the troglodon, effetively maximizing the field our slann can do his job (similar to how dual slanns would work). Besides the trog looks awesome, is M7 and comes with terror, thunderstomp and an alright-ish spit attacks. By accepting the following: You don't need a level 4 mages to compete. You thus don't need the Slann. You suddenly opens up for all kinds of army lists you might've never though of before. Besides we're one of the few armies who can defend themselves magic-wise due to 2 scrolls and a couple of bound spells.