With the new Lizardmen book out on the field for a good 6 months now, I thought it would be a good idea to do a little review to see how the theory is working out in practice and share some ideas. So, a few things to think about: -How are you enjoying the book in comparison to the last? And how is it performing? -Which of your predictions have worked out? -What's been your big surprise - eg, something that you had written off but found to be good to play (or vice-versa, what did you think would be great but hasn't been?) -What are you finding works? -What doesn't work? -What are you struggling with? -Is there anything that you're still yet to test out? -If you had only one peice of advice for playing 8th edition Lizardmen, what would it be? This could be anything! We all know that there are problems with the book (or, at least, that some people do - myself included) and criticism is fair, but let's try and keep this positive. So please share your experiences!
-How are you enjoying the book in comparison to the last? And how is it performing? I feel that the book is very similar to the last one and playstyle hasn't changed much, for good and for worse. Part of my reasons for reaching out like this is to get some inspiration for different styles of lists from other players, and find out what's working for them in a more comprehensive fashion than piecemeal discussions or overlooked army lists. The book doesn't seem to have been defining as either of the Elves, Warriors or Ogres has been - again, for better and for worse. -Which of your predictions have worked out? My lists haven't really changed. There's still a Slann, Temple Guard, Skink skirmishers, a Stegadon and some Scar-Veterans. I've not even tried to work a Trogolodon, Sotek Arc or Jungle Swarms into my lists. -What's been your big surprise - eg, something that you had written off but found to be good to play (or vice-versa, what did you think would be great but hasn't been?) Ripperdactyls. I thought that they would just fly into something and die horribly and, to be fair, most of the time they do fly into something and die horribly. But the one or two models left alive usually go mental with the sheer weight of attacks left (not to mention Kiling Blow and Armour Piercing). Their mobility can also really keep an opponent off balance once they've seen what one unit can do. On the other hand, Solar Engine Bastiladons. They've just not been performing as well as they looked on paper for me. Maybe they'll work better in no-Slann lists, perhaps, where power dice aren't at a premium and you need some long range magic missiles. But usually I find myself looking at the 150 points price tag and wishing I had another Scar-Vet. Skink Priests on Lore of Beasts. The naysayers were right all along! That casting value on Wildform is way too high... and it turns out that Iceshard Blizzard is a vastly underrated spell: easy to cast and viable in all phases of the game. We had it so good and didn't even realise it (we should have whined for Light instead)! -What are you finding works? Wandering Deliberations. Initially I was all over Focus of Mystery, but the Lore Attribute isn't easy to work with. I'd rather have the spells that I want to swap to immediately available, than some utility spells that I'm only casting to get the spells that I want. Skink characters with Egg of Quango. I got all my bad luck with this item out of the way in my first few games, and now I'm loving it. I just wish it was easier to find 75 points in a list. Oldbloods. Amazeballs. I spent a whole edition thinking that they weren't worth it over Scar-Vets, but that WS6 is huge for an army that's usually hitting things on 4s, and Predatory Fighter is massive with 5 attacks. Javelin Skinks. Those years of Blowpipe Skinks were wasted... -What doesn't work? Saurus blocks. Even with Predatory Fighter, I just can't seem to make them work. With all the high strength in the game these days, they're not even very good at not dying anymore – and they can't kill a damn thing without some magic support (which leaves me wondering why I don't have Kroxigor or Temple Guard to cast buffs on, which'll have a greater pay off). I'm now looking at switching back to Skink-Kroxigor units, just to have something that can actually kill things, even though I'd completely written them off. Chameleon Skinks. I noticed that towards the end of 8th edition I was having less and less use for these guys. I still think that they are quite good, and if you have the points to spare they are worthwhile taking, but I've also found that they are the first thing that I cut when I'm looking to trim points. Again, this may be a shifting meta, but I've found less and less use for them that Skirmishing Skinks, magic missiles, or flying Rippers/Oldbloods can't take care of. This is perhaps also a reflection of the great number of magic missiles that a WD Slann now has access to compared to before, meaning he's more able to deal with stuff at range that Skinks would usually be stalking. Either way, I find that I'm just using them as chaff that's able to get into position ahead of the Skirmishers... but as I don't really need to redirect until the Skirmishers are in position, the Scouting ability is a bit wasted. -What are you struggling with? Daemon Princes And a list that doesn't rely on magic or Scar-Veterans to solve all problems. -Is there anything that you're still yet to test out? A fast moving list of Ripperdactyls, Saurus Cavalry and Kroxigor or Banner of Swifntess Temple Guard. I think it can be a lot of fun to play and really break out of the static line approach, but at the same time its really unoptimal against my regular opponent (And his aforementioned Daemon Prince). Scar-Vet Carnosaurs. The points investment is the difference between two Scar-Vets or one... and two's usually always better. -If you had only one piece of advice for playing 8th edition Lizardmen, what would it be? This could be anything! Don't give in to the temptation to load up on a full Party Slann. He's still an effective wizard with one Discipline, and a cheap Slann means that you can get an Oldblood in.
Old stuff: Slann -About the same I suppose. While High magic has some good spells in it, the attribute is bleh. Swap spells at the END of your phase, if I could swap then cast immediately it probably would be great. Cause what if by next turn that heavy cav is in combat and I cant cast my shiny new searing doom spell on them? Oldbloods/Scarvets -As advertised. Not all that creative I guess but who cares, they are effective. Want to try double Carnosaur for myself but it just doesn't seem all that great with the whole monsters vs. warmachine thing Skink characters -Same, a couple new fun magic items combo though. I agree about beasts as over rated, Wyssans is a hard 2-dice whereas Iceshard is an easy one. Warriors/Skrox -These kinda ended up equal to me. If something is going to wreak face it doesn't really matter who is in front of it. They just seem to sooo badly need buffs/hexes in the combat and if you have a poor magic phase they both lose. Skirmishers/Chameleons -Same I suppose. Although I'm a blowpipe guy, guess it's just been pounded into my skull. I should try javelins more. Jungle Swarms -I really want to give these another shot as re-directors. Small footprint, mostly ignored, why not? Hunting Packs -Try taking 4 or more and attacking a smaller unit. I dont think people really expect your shooting "warmachines" to hit so hard and stick with their S5, 3W and handler saves. Sometimes catches people off guard. Everything else is about the same, good or bad. New Stuff Rippers -IF you have equal or better initiative these guys are a hoot. Otherwise they evaporate to things like elves or chaos warriors, like no chance at all I find. Bastilodon -I wanted this guy to be good so bad. On paper it seems awesome but I've climbed up onto the fence with him. I keep expecting good things but it just doesn't seem to deliver often enough. Still undecided. Haven't even tried the Ark one, why the heck isn't it's shooting attack poisoned? D6" is so low for range too. Troglodon -Over pointed, yes. But his roar ability isn't complete crap I've found. Increasing Krox, characters or saurus hordes output by 33% is decent. IF GW rules predatory fighter affects all attacks. If your group doesn't play that way I can see him falling out of favor a little more.
-How are you enjoying the book in comparison to the last? And how is it performing? I like the sense of balance for our options. Free spears make those more viable and free javelins make that choice the opposite of the old book. I'm at least as successful with this book ad I was with the last. -Which of your predictions have worked out? I wanted to see CoC be more effective, points-wise. The option to not take spears is nice, but I believe I saw someone on here say that LM don't need access to more S4 attacks. -What's been your big surprise - eg, something that you had written off but found to be good to play (or vice-versa, what did you think would be great but hasn't been?) I didn't write off much, but the Troglodon is a bit of a disappointment for such a beautiful model. Lore of beasts seems nice, but the high casting cost means it hasn't been as effective as I'd hoped. -What are you finding works? The same tactics as before, saurus anvils, skinks to harass/redirect, monsters to crash combat, and those sweet versatile cowboys. In the absence of war machines in my meta (I know, right?!), my monsters usually crush face. -What doesn't work? Nothing constructive to say here. -What are you struggling with? The amount of money and time it will take me to get everything I want. -Is there anything that you're still yet to test out? I've been playing LM for a little over a year and somehow still don't own an Ancient Stegadon, any Rippers or Terradons, or a single Salamander (for shame!). I hope to remedy that in the coming months. -If you had only one peice of advice for playing 8th edition Lizardmen, what would it be? This could be anything! Always accept a challenge with a Skirmisher brave. ALWAYS. And trust in cold-blooded leadership. This means for dice rolls and as the general of your army. Stay cool in the heat of battle.