Hello, I have within the last six months decided to start up a fantasy army. I've previously only collected 40k armies (never played though). Also thinking about starting to play. So I'm currently eyeing Lizardmen, but it's a bit complicated for me. In november I picked up the Dark Elves Battalion set as it seemed like a good choice and I found them cool. Though since then I've been having second thoughts and don't really feel any commitment to them. Now my eyes have fallen on the Lizardmen. I have a couple of temple guards that I bits ordererd so I can see if I like painting them on the way but though I should ask some questions too. I've looked around, mostly on other places but also here, and starting to get the impression that to be able to stand a chance, you need a slann and that there's only one way to play them. Is that correct or just an unfounded feeling? I haven't actually read any WHFB rules yet so I might not be fully able to make that judgement on my own yet. Would be nice to be able to make varied lists. I reckon a "necessary" slann dont hinder the rest of the army from looking differently, but I've also read something about there not being much choice in what units are good. I don't mind losing as long as I fun, but would be nice to be able to win every now and then too. Though, such things seems to be stated about just about any army it seems. "You can only field x, y and z if you want a chance to win/survive round 1". Are the cavalry any good? The models though look good though. I like the inca/maya theme. And who doesn't like dinos?!
First of all, hi and welcome to the forums!!! Now here's my answer to your post and excuse me if it ends up turning into a long rant. About the Slann: No, you don't have to take a Slann to stand a chance against an opponent. The bottom line is that right now, Slanns probably have the best cost/effectiveness ratio out of all the mages out there right now. They are really though to kill Level 4 mages that can be customized in different ways while still having an interesting point value. You can field them in a unit of Temple Guard and turn that unit into a great Anvil with Hammer capabilitiers. A Slann will bring a Lizardmen army leadership 9 and can be given the BSB which is virually essential nowadays. In most armies, it would take 2 characters to do the same job as 1 slann, it would probably be more expensive and not as effective. Also, you have great flexibility on choosing your magic lore with a Slann. Your get to choose the one you want, so you can choose accordingly to your playstyle. That being said, you don't have to take a Slann to perform. Some players like to use their Old Blood of Carnosaurs as generals and use skink priests as magical support. It was (in 7th) and is still (in 8th edition) a viable option. It might make things somewhat more challenging at times, but you also don't have to rely on magic as much. About the unit selection, it once again all comes down to point of view. Some players, like to minimize their army weakness on paper and maximize their strengths. They tend to rund down number simulations to see how cost effective unit X will be versus unit Y. That's all right, but I play this game because I a) like the game and b) like to have an army I totally dig to play with. A lot of people dislike the current state of things with Saurus Cold One Cavalry. I for one, have used them in all my games of 8th edition and will continue to do so, because they served me well and I like the models. Is it possible that another unit would have done a similar/better job. Yes it is! But I'm learning how to play these guys and even if it's just taking flak from my friend's Flamers of Tzeentch, they are still useful by taking away ennemy fire from my main infantry blocks. IMHO, every unit in the army book has it's use. Ok, maybe the swarms don't but they don't even really count . Finally, the thing I think you'll find most important, and you said it yourself, is that you need to feel commitment to the army you'll end up picking. If you greatly dislike the models you are about to paint, you'll probably end up abandonning your project because you'll dislike what you are doing. Choose an army you like, both in looks and in playstyle. Most armies can be made competitive. Most players can't be made to play wisely though . Hope I was of some help!
Lizardmen are far far from being a one trick army. It is true that Slann are very good, and lots of people take them, but they definitely aren't essential. I would say there are two golden rules for a LM army. You should always include salamanders, they are brilliant. You should never include swarms, they are rubbish. Beyond that, provided you take reasonably efficient unit sizes, everything can have a use in the army. Just a couple of basic styles you might see. All skink armies can be a bit tougher to play, but they are very fast and annoying for the opponent, also fun. All saurus is like having tanks slowly rolling across the battlefield. Monster heavy, takes as many stegadons and carnosaur as possible. There is the option to put some cold ones in core so a fast mounted army is possible. Then any mix in between also works.
The most competitive build against competion orientated opponent probably has a slann in TG and salamanders. Virtually anything else can be used at friendly/club level with a reasonable chance of winning.
hmm, i would use a steg and a temple guard unit and some salamanders if u had a slann, but depends what type of point battle that you are doing.
Thanks guys! Your answers are very helpful. Should be getting a few Temple guards before the weekend. Can't wait to sit down and paint them! Try out a few color schemes and such. And by the end of the month, when the paycheck comes, I'll probably get my hands on the battalion box. That should give me a good basis to expand on I think. From there I reckon another box of saurus and some lord/hero choice is a good step.