So, here's the thing: Not long ago people discussed the tiers of the various factions, most (on this board) appear to agree on that lizardmen are now in the middle tier. That's fine, I dont mind. BUT, tiers aren't everything. Some factions rely on concepts that are harder for some people to learn, understand and utilize. Yeah I realize that might sound a bit weird, but for instance - even when Wood Elfs are finally updated they'll most likely still be a hard faction for people to play with, they don't rely on brute strenght. Currently I've played against Britonnia, Warriors of Chaos, The Empire, Skavens, Wood Elfs and Dwarfs. Soon I'll also be playing against Ogres. Out of those I'd say that there are definitely some factions that are more straight forward than others. - Britonnia relies on the charge and since their pony ranks are small they can do a hefty dual charge and give you the finger by also being steadfast, if it fails they are in for a rough time. - WoC are just pure lulzy, I mean I5, WS5, S5, T4, 2A AND Mark of Nurgle is just one big FU. You cannot go wrong with these guys, although they're expensive. - While Empire is the sort of "jack of all trades, but master of none" they still excel at one thing: Heavily armoured units. How about a core mostly consisting of AS+1. In special they have more AS +1 w/ (reiksguard knights) along with demigryphs and.. a tank (rare) AS+1 T6 10W steam tank. Then come the cannons and the option to take all lores for their mages (even the level 1s AFAIK). They can be quite nasty if they want to and how hard is it to launch forward your IC Knights and crush most of everything you get close to after having shot up the big stuff with your cannons? - Dwarfs are tough. Most of their units can have great weapons and they'll troll you with they cannons and organ cannons. IF you're unlucky you won't see you saurus warriors in combat before the 4th turn. They don't have any magic alright, but they can have quite a lot of "dispel scrolls". These guys can shoot our dinos, dispel our magic unless we risk IF and they chew through most of our units with a minimum of WS4 and most units having S5, as minimum. Hammeres have WS5, S6 and stubborn. And then they force us to come at them unless you get a comet off. - Skavens are random. They can be nasty and it can all go to hell. They have relatively low Strenght and toughness and should you manage to break any of their units they'll most likely just run off the board. While I've heard they should be quite a good faction I also feel like they're less straight forward than any of the others. It's a fun army though. - Wood elfs are horribly outdated (6th edition) and will probably, due to their nature, never be easy to play. Their treemen can be nasty, but bring flaming and they'll die quickly. The Bast will have a field day with the beam. From what I can understand you don't try to outright win the combat, just draw the time out so much that by turn six you'll at the very least not have lost much that you've lost the game. But maybe I'm wrong.. At any rate these guys aren't easy to play with, although they can bring some heavy stuff. So, in my personal opinion all of the above mentioned are quite straight forward with the exception of skavens and wood elfs. I feel that sometimes I have to think a horrible lot about what I want to do and why. We DON'T have acces to regular AS+1 models other than on characters, we DON'T have acces to actual artillery, nor do we have acces to long ranged shooting. Most of our models are WS3, with some being WS2 and our elite being WS4. We have heavy hitters, but oh dear do I feel that we sometimes need to carefully consider how to put and use these guys. A stegadon can be taken out by a single cannon ball. One could argue that it would require luck from the opponent to do so and yet I've had it happen several times. Even if that doesn't happen getting a steg to the front with 1 wound isn't awesome. Our kroxigors suffer from low WS, ASL and the same Toughness and armour of a regular saurus model. They've gotten cheaper though and with S7 these guys can pack a punch not many armies can equal, when they hit. I've had a unit if 11 models of these guys, they hit like a damn truck, but most of the times they're reliant of getting into the flank of an opponent. <- this is something that appear to be a key thing for most lizardmen units. I cannot figure out if our cavalry is a joke or awesome. Here's the deal: a front of 5 models with no characters/champion will give you 20 attacks. The downside? They strike last against most, they're all S4 and if we want to give a one time one-up on the strenght it'll cost 4 ridiculous pts pr model. They only come with an AS of 2+, not upgradable and stupidity. At 30pts/model I'd argue the spear should included in that price. I wouldn't mind paying a little more for more armour and along with the option to either get great weapons or lances. But no. I mean 35pts for a AS+1 and GW model would be alright, I think. Alternatively these guys could've and probably should've been core, but no. Buff them with ANYTHING and both the rider and the mount benefits from it, so they can be potent, but once against they rely on getting into the flank and then even S4 will be scary for them. Our saurus warriors/guards are.. I dunno how to put it. Our saurus warriors are super good at being just above average. They will slaughter most human infantry units, they'll chew through most skaven units in a 1 on 1 and yet they still lack somethin. They're quite cool though and most of my friends will usually use heavy toys to deal with them. Templeguards are even more awesome, but ultimately they're just tooled up saurus warriors. They don't bring more defense in close combat and which means that most of what can beat saurus warriors will most likely also beat our templeguards. They can pack a punch though. Give these guys Wyssans Wildform OR the armour piercing banner.. Or both and they'll eat most if we can get them to it. Usually though these will also be the victims of raping squads. Their biggest downside? M4. They take forever to march the damn field. Skinks? They took a hit with the Ld nerf bat. Once these guys flee and they aren't near your general they might keep fleeing. Might. The thing about them is that they're quite awesome if you know how to use your skinks. They can be both cohort or skirmish, they have a good movement rate and are aquatic. However the real reason anybody would take these is because of poison. The issue? If you have no idea how to use them they're just a waste. They require you to learn the concept of redirecting and careful positioning. They bruise when against the wind and their WS is just as hilarious. They are a funny unit though and I like these guys :3 Ripperdactyls have the potential to be awesome. roll high on the frenzy and they come with 24 attacks with reroll to hit, S4 + armour piercing and killing blow. Want to hear something funny? Put them in the flank. They suffer, mostly, from a "low" initiativ IMO. Take enough of them if you want to field them. Other than that I think they're decently costed. I mean 240pts for 6 of these who can potentially do 24 attacks and have a great mobility? Again though, these aren't exactly straight forward. We have other options as well. The troglodon is supposedly horrible, the bastiladon is okay and actually fairly priced, but it's not a game changer in anyway. Our cameleon skinks are aweome though and I'm not too sure what to think about our salamanders/razordons, although I'll get around to those. Our absolute biggest ace is that we have an awesome mage who, at the cost of 300pts, comes with 5 wounds, T4 and a ward save of 4+ PLUS he have auto-pass on LOS in a templeguard unit and gives them stubborn. Then the disciplines. There appear to be a lot of ways to use him and it's all up to you. He's quite versatile, much more than most other mages. One of my friend fears my slann, but it's for the wrong reason. Every faction can IF something nasty, but ours can do so much more and I personally think that we're still in the learning process. The issue? Magic is unstable. If you roll snake eyes your 300pts + party tricks will do you no good. Then we have our second ace. Cheap scar vets and incredible oldbloods. They don't have much to fear and most should fear these guys. There's not much to say since I think they're quite awesome. Their biggest issue? Maybe that they're "only" WS5/6, but then again most factions don't come with scaly skin + armour, or both S5/T5. We also don't care much about initiative so GW are common picks for us so hello WS6 S7. Predatory Fighter: This special rule is both too useless and at times quite good. I find it utterly useless on my saurus warriors, but on my characters? That's a different story. I almost feel like I'm getting free rerolls so that's awesome. Otherwise there's not much to say.. All in all? I don't personally think our army is THAT straight forward and I'm definitely feeling it. Maybe it's just me though. Our most straight forward units are our saurus units and they don't move at a fast pace. They are also the victims of heavy hitting BS beceause those I play with fear them, so they will do their best to utterly ruin them. Our slann is awesome, but magic is magic. Luckily our oldblood can almost single handedly kill entire units so long as they don't pack too many high strenght attacks. The rest of our army? It either rely on flank attacks or careful positioning. Against my empire friend he can usually sit back, pop a comet, shoot cannons at my big dinos and when I get close enough he'll safely charge me. THAT's straight forward and it's the same with dwarfs and to some extent Britonnia. WoC is the warhammer equivalent of a-moving, at least that's what it feels like. (attack-move armies of doom in RTS games). I'm not being a p1ssy little gurl about it though. I LOVE playing with lizardmen, but on the same time I also feel like the strategic part from us needs to be superior due to our units. I've for instance never seen any of my friends dabble in the fine art of redirecting, instead most of them rely on brute strenght because they fear my "awesome" 2 S4 attacks. Even our slann seem to be misunderstood from my friends. As I said I don't believe getting IF spells off is what we excel at because everyone can do that, again I find us to be in a position where we now pay more, but it is also somewhat excepted of us to do something else than what everybody else is doing. Dwellers bellow? They could've given us a level 3 skinks priest with acces to more lores in order to do that, no need for a 300pts naked frog to do that. Am I wrong here? It feels counter intuitive since I also realize that we have some damn tough and hard hitting models, but just not in the same way as others have it. IC Knights come at 25pts/model and is core. Dwarf can get WS4 S5 from their regular warriors, can be upgraded to WS5 S6 unless I'm mistakening. Then they have a horde of those and it's suddenly quite hard to keep up. So how about Lizardmen? How do we categorize them? What's your opinion? Are they easy to play with, have they become harder after the update or still somewhat the same? Should I just STFU and L2P? ** I'm also terribly sorry for the big wall of text, but uhm.. yeah, sometimes I cannot control myself. I hope I've made my point clear though.
Re: Lizardmen are "mid-tier", but how easy/hard are they to Well yea we are a bit of a swiss army knife, well one with some random blades missing, each unit has a few specialties and usually an obvious weakness, careful maneuvering and and use of available terrain is a must for our army, also it can be a bit trick since many of our units move at very different speeds. generally you will want your saurus and temple guard and mages run up the middle after the initial skink wave softens up your opponents and takes out some of their redirectors and chaff, meanwhile chameleons and terradons will be keeping their warmachines busy. Monsters should be avoiding and units the skinks haven't taken out, while setting up charges and counter charges, or combined charges. our few autilary like units should be just behind the skinks for the most part, but you might want to keep the Blastidon back with the saurus units to prevent flank charges, while still being useful. Everything else should be out on the flanks of the army for flank charges, and combo charges.
Re: Lizardmen are "mid-tier", but how easy/hard are they to I think Lizards have a good difficulty range. How hard they are to play changes depending on what list you bring. There are straight-forward lists just packed with combat units, and there are more complicated lilsts with highly specialized units that need to be used correctly in order to work. For example, I know you've played with a character bus recently. Running a character bus means a lot of your points are concentrated in one single unit. But, Warhammer doesn't reward you for overkill, and as you know every one of the characters in that unit is also a fully fledged cowboy. Deciding when and where to spin off a cowboy from the unit to go do something else (stall a unit of witch elves, take out some artillery, hunt down a character, etc.) is hugely important, and highly matchup dependent. I think Lizards are easy to play to a mediocre level, but hard to play to a top/competitive level. In that sense I think they are "mid tier," and also a good learning army for many new players.
Re: Lizardmen are "mid-tier", but how easy/hard are they to In the around 10 games ive played with them, ive felt i have had to have the strat really in order to have a chance in the game, and though of what i should do with what. Eventho my group is not competetive at all, I think the lizard indeed need a bit more from tactics than other armies to stay toe-to-toe. Ive loved to play with them and feel that we have the tools we need to win games. As you sais , people seem to fear the saurus eventho i dont think they are That good. They seem to do well in combat nevertheless every time. One 1500p game vs HE, a horde of saurus incl sv with gw wrecked everything the HE had. Also Salamanders are awesome. still. razordons... meh .. troglos... wtf.....
Re: Lizardmen are "mid-tier", but how easy/hard are they to Yes, I agree that you can make power builds. I've done it myself with a character bus and large kroxigor unit. They smashed everything they came near. It didn't require much of me really. Here's the thing do - my friend who have empire now plays with a newly acquired dwarf army. This means that, as you told me a few days ago, The Bus really might not be the best unit to use since they'll be going up against large blocks, which also happens to hit hard (most of the time). Krox also feels useless in this matchup because once again they're up against large blocks. So one could go with the power build and it might even work, but I think it's also about the match-up. I'm not sure I'd do it if I didn't know who I was up against. Maybe it's just me, but if I feel the power builds are more fun than competitive..?
Re: Lizardmen are "mid-tier", but how easy/hard are they to This have been what I've felt too. I have played something like 20 games with lizardmen now, but I'm still a new and inexperienced player. Last night I smashed a S8 comet into my friends dwarf cannon with his rune lord. Both died, The turn after I popped a comet on his organ gun and it too died in my next turn. Before CC began he had lost 700pts and had lost his only character with a dispel scroll. Still though his Ranger horde with GW and iron breakers with lord and hero + 30 miners went ahead and made sure he didn't outright lose. It was a draw (well I actually lost with 29 pts). The thing is that even though he lost all kinds of stuff he managed to swing back with relative ease. Sometimes though I also wonder if it's just me who being a bad player here. He might be a better player, I don't know. It's hard to measure really.
Re: Lizardmen are "mid-tier", but how easy/hard are they to ..as in...meh-wow?! I still feel that razordons are highly under-appreciated for what they can do. If you remember that: Salamanders are for - many-model targets - frying elves or low-LD units - psychological pressure towards center units and Razordons are for few-model targets and - few-model targets (a salamander cant put 10 S4 hits on a single model) - chargeblocking - psychological pressure towards flank units you have a much more fair view on performance. --- As for Lizardmen in general I agree completely with OP. Its hard to explain other players just WHY our units are not as badass as everyone think they are. Sure Saurus has two attacks, and sure they are S4 T4 ..buts thats only good against other core....not counting WoC whose core are better than our so called "elite" infantry, which is as OP states: just tooled up saurus. our slann comes with 5 wounds and a ward save...sure..thats nice and all, but its NOT what you buy him for. I usually find that these "bonuses" is something to LIVE WITH rather than appreciate. In other words: its not a benefit and here is why: Other wizards can get a +4 wardsave too through items, we are forced to spend the points without that choice. Sure 5 wounds are nice! very! but if you could cut down on them to reduce point cost, wouldn't you? When my slann dies it never matters how many wounds on his profile...its because I placed him wrong, a spell got him or he dies with his unit. Furthermore: he is NOT that impressive as a caster before you spend further points on diciplines, and even then he is just a LITTLE less situational than regular lvl 4 wizards. Its not that I dont like him, you can get pretty impressive lord as a bsb, general, mage and stuff.... but Daemons have a wizard that is also a flying monster. I too love lizardmen, its my one and only warhammer army and will probably stay my number one even if I expand to other armies.. but I always have a feeling that our units dosnt live entirely up to their reputation. This hurts in ETC which is what I play under: everything that works as it should is limited as F, and everything that slightly under-achieves is the only things available -.-
Re: Lizardmen are "mid-tier", but how easy/hard are they to I personally think a level 3 skink high priest would've been great, Let him have Beast, Heaven and High magic, but without any loremaster. Don't allow him any disciplines. Let him have the usual skink priest stats. Maybe give him upgrades such as being able to use a palanquin for a reasonable cost. Say he costs 165pts and can have a palanquin for another 40-50pts. He would still be cheaper than our current slann. I don't think he should be upgradeable to level 4, since that's our slanns duty, but maybe I'm wrong. Anyway if cheap enough I think that would've been a decent choice for us. He wouldn't be OP in ANY WAY. He would be limited in the selection of lores, have silly stats and still only be a level 3. Anyway about our slann I partly agree with you. What I think it great about him is that we can do quite a lot with him. We have 2 ways to have 8 spells to choose from. We can, if we feel like, get an extra PD from of DD pool + the 2 extra channel dice w/ channel staff so he have the potential to throw around a lot of dice. Alternatively he can get the book of ashur along with 8 sig spells and throw spells around him like a mad man. We have way more options that most other factions. Hell you can make him etheral and stall a steam tank for all eternity. Giv him the BSB + the +1 CR banner and he can stall monstrous infantry/cavalry AND STILL cast spells through our skink priest. So I do think our slann is worth it if you care for it. It's just that we're sort of limited in a way. I think it's a shame we haven't gotten another lord level mage because if you don't care about what I just wrote your only other current option is to take 2 regular skink priests.
Re: Lizardmen are "mid-tier", but how easy/hard are they to I agree with you all way. I dont mind the slann being expensive and I certainly love ALL the things he can do. What I do mind is that we dont have anything to cover the ground between him and the skink priest. I think a lvl 3 light/beast/heaven High Priest could be highly justified and fix A LOT of problems in our army, and truth is I think they had him on the table for this book: I dont know if you guys read it but there were rumours on warseer stating that we would get a "new wizard empowered by feathers from a magical creature" ....well well well: The new priest model (which is way overdressed compared to other priest models) is wearing feathers, Tetto Ekko is wearing feathers. Those feathers are in the same colour-scheme on GW's site. I wonder (actually I dont) if those feathers came from the same magical creature.......a magical creature...with feathers....*Cough Coatl cough* but to stay on subject... I think we would be put higher on the tier list if it wasn't for the reliability of warmachines and unstability of magic......take us back to glory 9ed
Re: Lizardmen are "mid-tier", but how easy/hard are they to well the razordons are not "meh" ..but the reason why im not wielding them more is that they fill the same role as javelingskirmisherskinks. and i feel skinks are a tad bit better at it. the poisons just make it happen for me. ive tried em once, maybe ill give em another go at some point
Re: Lizardmen are "mid-tier", but how easy/hard are they to IMHO Razordons need to be in units of at least 3 to be worthwhile.
Re: Lizardmen are "mid-tier", but how easy/hard are they to I agree, used units of two, three and four since the new book came along. Three is the breaking point for them, four (or more?) Really makes them dangerous! However my meta is hordes galore so they aren't as useful as salamanders. --- On the subject of using lizardmen I consider them being mid because of saurus being such reliable core (not counting the stupid PF side effect). If you can swing one of the signature buffs or hexes in the combat they can be hard as nails, especially wyssans! Skinks complement them in a great way too! Considering these three pieces I'd say Lizardmen are mid-tire when it comes playability. Not as easy as pushing blocks of warriors of nurgle or plaguebearers. At the same time not quite as hard as combining multi charges/other tactics with MSU armys. I know the game is much more than just core but I don't think I'm qualified to say anything about that yet since I only have like 20 games played or so.
Re: Lizardmen are "mid-tier", but how easy/hard are they to Lizards are certainly mid-tier, but imo, the tiers are much closer with the army books that have been released in 8th Edition than we saw during 7th. There are still some crazy builds that certain armies have and some OP magic items, but if you're playing by the book, with the different scenarios and take all comers lists, a lot of those builds have major weaknesses and bad matchups. Overall, the game is more competitive for each army - even though Warhammer isn't designed to be a competitive game. One advantage that Lizardmen have is an army that competes well in every phase of the game. Troglodons, Bastiladons, Salamanders, Skrox, Terradons, Razordons, Stegadons all serve multiple roles and can do things in multiple phases. That is not to say they are the best in Warhammer at any particular thing they do, but very few armies have the versatility that Lizardmen do. It doesn't necessarily make us more competitive but it makes the Lizards more fun to play. I can't tell you how many times a forgotten unit of skinks have come back at the tail end of the game and finished off a monster or a weakened unit and netted me 75 to 300 victory points - that rarely happens for me with other armies. Lizardmen are not a no-brainer, push broom of death army and I love this tbh. They seem to do better when you focus on balance rather than a single strategy. They aren't the easiest to command but when everything is working in concert, and you've got Skinks shooting up juicy targets and interrupting battle lines, Salamanders weakening units before they hit combat, the Slann either blasting up units or augmenting combats, and Saurus and Temple Guard chewing through our opponents as Stegadons hit their flank Lizardmen are a complete blast to play and are able to take on just about anything in the hands of an experienced general.
Re: Lizardmen are "mid-tier", but how easy/hard are they to That's also what I think. It's just that it's much easier for newcomers (me and my friends) to use an army such as empire which mostly consists of fast AS+1 units with support if artillery and mages than what you just descriped. I love our faction because it's so versatile as it is, but I just find it harder to perfectly well execute. I mean, as a new player what is easier? redirecting nasty units with skinks OR charging forward with knights that comes with S6 lances and AS+1? Or how about dwarfs? They'll just sit back with the WS4/5 and great weapons and blast at your with their artillery until you've finally reached their ranks, then they'll move in with their GWs. I don't want to be rude to people who play dwarfs, but I think we can all agree that the dwarfen way of playing is quite a lot simpler than the numerous ways lizardmen offers.
Re: Lizardmen are "mid-tier", but how easy/hard are they to Dwarfs are considered by many in my area to be the most boring army to play, which is why you hardly ever see them at tournaments around here. I'v only ever faced one dwarf army, and the guy said he was never playing them again due to their boring playstyle. Dwarfs pretty much spend the entire game slightly adjusting their position, skipping the magic phase, blasting the enemy with war machines, rinse and repeat. Add some combat to taste.