LIZARDMEN TACTICS |
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By |
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Dario "The Scaly Dux" Genova. |
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FOREWORD
I'd like to thank the following Direwolf list member for their help with this
work: Lord Tuman Elnikov aka Tony Scott, Graf Deimos, Eric Fries, WEBSTERR,
Geoffrey Gribling, Ken Hargreaves, Beau Ivan Gaerlan, Peter Bowman, Shadow,
Vincent Coffey and Max Bloom.
This Tactica is still bound to improvement from time to time: your comments
and ideas are always welcome. I feel my work will do some good to newbie
players and may give some good ideas also to more experienced generals.For
your suggestions, corrections, ideas, mail to genova@keplero.mynet.it
LIZARDMEN IN GENERAL
I consider Lizardmen to be the opposite of elven armies in many respects,
borrowing elements of both dwarven and undead armies. Lizardmen have low WS,
BS and initiative, extremely powerful characters and cheap troops, much like
undead. They also have warriors with high strength and toughness, as such,
they are resistant, disciplined and as strong as dwarves. Although not
unbreakable, they will almost always stand their ground. Troop variety,
however, is one of their weak spots. They tend to be very predictable, as in a
3000 point army I usually include almost all of the regiment types. Lizardmen
characters are especially nasty because magic users will be able to carry more
magic items than their counterparts.
UNITS
Saurus and Temple Guards
Saurus usually make up my central unit (12 - 16 models) and are always armed
with spears (Saurus phalanx). Since they are likely to strike last in h2h I
want to fight back with as many models that I can. WS of 3 is not excellent
but gives them a 50% chance to score one hit against opponents of WS up to 6.
Add to this to the fact that, unlike many of the basic troops, they have 2
attacks, and you will learn that every first line Saurus has 75% probability
of scoring at least one S 4 hit even against elite troops such as HE Sword
Masters. Leadership of 8 makes them above average troops at standing ground,
and their "cold blood" is a long step towards being unbreakable. Their skin
gives them a 5+ armor save that can be increased even further with a shield
and even light armor for temple guards. But that's not all; your armor save
can't become worse than 6+, so Saurus will always enjoy a chance to escape
death from wounds that won't negate armor save. I think this is particularly
nasty. Temple guards are boosted Saurus but I usually spare them for bigger
games. They will usually substitute my central Saurus unit. The biggest
difference is that they can carry magic standards, which is a rare sight for
Lizardmen. I recommend giving them one if you field them.
Skinks
Skinks should be swarming everywhere! Skinks are especially good at tying up
characters and make excellent skirmishing screens, enjoying better movement
and benefits against enemy fire. WS and BS are low, but numbers will make up
for that. Moreover you can't expect more than this for just 4.5 points, think
of all the special rules. Despite their leadership of 6, their cold blood will
help a lot. They enjoy an unmodifiable 6+ armor save too. They carry poisoned
shooting weapons which increases their S to 4; even with their mediocre BS
they have a good chance of getting rid of some of your opponents when you
defend your positions. Needless to say, not many troops carry this kind of
firepower at such low cost. Moreover, Skinks suffer no penalty for moving
inside water. They can even cross impassable terrain such as lakes. Even
though I never tried this myself, you may have a unit of shooters well
defended inside a lake (nuclear submarines come to mind!). Field SEVERAL SMALL
(5 models, minimum size) skirmishing screens equipped with poisoned weapons to
absorb charges (especially from chariots and heavy cavalry) and cause some
wounds. I found that having two or three such low cost screens greatly helps.
Kroxigors
But best of all, Skinks can be used together with Kroxigors. Kroxigors deliver
needed punch (oh, what a punch! I consider them to be even better than
Minotaurs) and increase leadership. Skinks will grant you rank bonus and
standard. Many argue that killing Skinks is an easy task and thus you will
lose your rank bonus soon. I would remind you that Skinks, although fragile,
always enjoy 6+ unmodifiable armor save, and that kroxigor are an inviting
target, so your opponents may waste part of his precious attacks. One unit of
2 kroxigors and 16 Skinks including standards grants full +3 rank bonus,
standard bonus, 6 S 7 attacks and 6 S 3, movement of 6 means that they will
get to charge most foot troops and go first. And best of all, they cause FEAR!
Fear causing units sometimes earn you points without even suffering a wound.
One such unit costs less than 200 points and won't therefore earn your
opponent more than 1 victory point. I would always field 2 such units and a
Skink screen. Cold blood and unmodifiable 6+ armor save apply to kroxigors
too. Lizardmen will surely fight to the death! On the other hand, 3 or more
kroxigors alone will have too large a front and some may not fight, a real
waste. Having mixed units allows you to field just less then 6 six kroxigors
in different units.
Salamanders
Salamanders are too often underrated. Although I only bring them in 3000+
points battles, they can be effective. Conventionally, I take their spit
template covers 4 footmen or 2 knights. Taking 2 Salamanders on the
battlefield means you will have a 55% chance to score at least one hit every
turn at long distance and 75% at normal distance. Remember their spit allows
no save. They are well worth their points especially against chaos because of
their ability to take out several of their costly models from a distance. Of
course a RBT will do a better job, but this is all lizards can get. Remember
that Salamanders CAN fight h2h, and won't stop shooting if the Skinks are
killed (I dare say VP should be given only if the Salamander itself is killed;
on the other hand, if the Salamanders is killed but Skinks are still there VP
should be assigned. Anyway straighten this out with your friends, it does not
really matter). Salamanders will become affected by stupidity but they still
benefit from cold blood. They are not normal war machines, remember, and
therefore be ready to make some adjustment to their special status. They won't
suffer from Tempest. They can move (M6) and fight. You may even consider
charging with them. Remember they do not suffer from penalties from moving
inside water and that they will be considered hiding behind light protection.
Stegadons
Stegadons are living chariots. Apart from Temple Guards they are the only
other unit that can carry magic standards; therefore I encourage using them.
Excellent choices are banner of might, which will make up for the poor WS of
Skinks and Stegadon. It is a pity to waste 5 S 7 attacks. The war banner will
boost combat resolution. Banner of courage will counteract the Leadership of
6. Jaguar standard will allow them to charge from a long distance. After
taking one of the above banners, you should add Skink crew. This is very
important because if you lose all skinks the stegadon is virtually useless. I
never used giant bows although they may have some use within a defensive
strategy, while your Stegadon waits for charging the enemy on the flank. If
you are playing offensively, forget it. Your Stegadon must rush the enemy.
Stegadons are fear causing. Use them to charge low leadership units or units
that are close to the table's edge. I always put them on the sides of my army
for flanking purposes. Be aware that template attacks such has dragon breath
will be detrimental to stegadons as they have an excellent chance to eliminate
the whole skink crew.
Cold Ones
A high leadership character for obvious reasons should always lead cold ones,
namely champion with the Crown of Command. Of course they are a very cheap
knights unit, but I would not risk taking too large a unit of them. I'd go for
the minimum (5 models) unit and use it for flanking purposes. Since they are
not really heavy cavalry (3+ armor save) and can't take lances, I would not
think of them as shock troops. Again, since they are fear causing they may be
OK against low leadership units or weak h2h units. I never used them even
because right now models haven't been released yet. I doubt I would bring them
in the small games I usually play. I hate to say this, but probably this is
the unit I will be least likely to field.
Terradons
Terradons are good flying units that can serve several purposes. Each model
grants 3 S 4 attacks (always take spears and possibly shields) and the stone
attack. Obvious employment for Terradons is taking out war machines (but
remember that as a high magic user you can use Tempest for that). I also use
them to route small units. Bringing 4 Terradon models allows you to cause 4
automatic S 6 hit for just one victory point. 4 automatic hits and 12 attacks
give you a fairly good chance of breaking small units because of losses. Don't
forget there are 2 Skinks on each Terradons, making them harder to kill. It is
usually not advisable to use Terradons for attacking flying monsters, but
occasionally a large enough pack of Terradons may take out a small one.
One last word on units
Lizardmen give you the chance to field reasonably large units that won't gain
your opponent more than 1 VP each. A battery of Salamanders costs 180 points.
4 Terradons with spears, shields and poisoned arrows cost 184 points. 2
Kroxigors and 16 Skinks cost 166.5 points. Only notable exceptions to this are
Stegadons and large Saurus units. I believe Lizardmen are extremely cost
effective as many of their most flexible troops don't give up more than one
victory point.
RACE SPECIFIC MAGIC ITEMS
Before going on to the characters' section I believe we should take a closer
look at Lizardmen magic equipment and its possible effects.
Blade of Cocacila
The best anti-magic item one could buy, I prefer to give it to my general.
Slann Mages have impressive stat lines: this means that they can kill almost
every other character in the game in a bare hand fight. The only notable
exceptions to this are greater daemons. The blade won't help against chaos
rewards and greater daemons have vastly superior stat lines. Monsters won't be
affected. Beware! Combine it with Talisman of Ravensdark for extreme
protection.
Rating: 8/10
Dagger of Sotek
Well, this item is very specific and it will be worth its points only against
Skaven. If you are facing Skaven, you may want to give it to a Skink champion.
Your Skinks will enjoy a good chance of routing a pack of Skaven if they are
in skirmishing formation.
Rating: 2/10
Bird of Chotec
I never used this one nor I have ever heard of someone using it. It has a
chance of killing characters outright, which could be good, but I'd rather not
rely on it. You could use it to get rid of that pack of harpies or great
eagles or warhawk riders. May come handy in truly big games.
Rating: 5/10
Cloak of Feathers
Excellent against frenzied units! Imagine a bunch of witches elves wasted in
the vain attempt of chasing a single Skink hero, possibly armed with Blade of
Ensorcelled Iron so that he enjoys an excellent chance of killing some of
them!
Saurus heroes will be even more effective but much more costly. Saurus heroes
with Blade of Darting Steel or Hydra Sword and this cloak enjoy a very good
chance of taking out even army generals. The points cost will be high, but the
result may be worth it!
Rating: 6/10
Bane Head
Hmmm useful against an army that has several characters. Remember that a Slann
mage priest can only carry it. Don't give it to your general!
Rating: 5/10
Plaque of Dominion
This is easily the most dreaded Lizardmen item. What can I say? You can win
without it. I took it in my initial battles (and sometimes forgot to use it),
but it absolutely isn't a "must take" item. It is a bound spell, therefore
smart opponents will remember it can be dispelled and will try to do so before
they charge, when it really makes the difference. It can be useful but it is
not the key to victory.
Rating: 6/10
Amulet of Xapati
This item is a real bargain! Give it to your general, which will be one of the
most obvious targets for spells, but don't risk using it against curse of the
years or other spells that may kill him outright. I prefer to use dispel magic
scrolls against such spells. Else, take the risk! It will also end magic
phase.
Rating: 8/10
Jaguar Standard
Jaguar Standard can help you in several ways: rush towards the enemy when
playing offensively, or having your Stegadon suddenly charge your enemy that
is about to engage. Some say it can be a good battle standard. Have your
general to join any unit (Such as Temple Guards? Especially if they carry
banner of might or banner of defiance) and then charge unexpectedly your
opponent's core unit.
Rating: 6/10
CHARACTERS
Slann Mage Priests. 1st Level
1st level Slann Mages should be used in 2000-point game and above to back up
your general. His stat line isn't good enough in my opinion to justify his use
as your army general. He should be equipped with book of Ashur to increase his
magic skills by 1 level, so that he gains one more spell. This is particularly
important because of slann telepathy: you will have the chance to cast your
most useful spells with your highest level mage (i.e. your general) which will
be equipped with several items to boost his casting. So, I usually give most
useful/costly spells to the general, while his slann attendant takes the most
economic ones. Those spells will be used to make your opponent waste his
dispels, clearing the way for the really powerful ones. Moreover the back up
slann is useful as he could cast Apotheosis on your general if something goes
wrong! Fielding two Slanns has always a good psychological impact on your
opponent; Slanns are usually fearsome characters. They may confuse your
opponent, as he would probably have 2 primary targets on the battlefield to
attack. Equip a 1st level Slann with Blade of Ensorcelled Iron or with a
Dispel Magic Scroll to fill your 2nd magic slot. Scrolls always help
dominating the magic phase as your opponent wastes his WOM while you can save
them for the next turn.
2nd Level
These should be your generals for games below 2000 points. Their stat lines
become acceptable and he will be able to carry 3 magic items just as all
normal generals do. Always make your general your standard bearer. Give him
Banner of Sorcery to improve his casting. I have heard people say that you
should make your slann either fighters or mages. In my opinion it does not
take much to make a slann a real fighter therefore concentrate on magic. Since
slann already enjoy a 4+ special save, you have no need for wards in my
opinion. Mages aren't allowed armor, lest they loose their casting abilities,
so you don't take it. You wouldn't waste some of the best wizards around that
way, would you? The only thing you need to make your slann a good fighter is a
good magic weapon. My favorites are Blade of Darting Steel and Hydra or Dragon
sword. Slann Mages have a decent number of attacks and Strength 6. What you
really want to do is to hit with them! With such swords and their natural 4+
save, lots of wounds and decent T they already make good fighters.
What you really need now is to have his high magic spells hit their targets.
The Book of Ashur is the way to go to increase his magic level to 3rd. The
Potion of Knowledge is also a must in my opinion. With high discipline and
cold blood rule, stupidity isn't really a problem for Slann Mages. The above
mentioned Banner of Sorcery is another step towards successful casting. No
matter the level, my general will ALWAYS take Banner of Sorcery. With the
additional magic items slots Lizardmen are born to dominate the magic phase.
Don't waste this chance.
3rd and 4th Level
Ok, these are adept h2h fighters and should really take a magic weapon: they
must see h2h to be exploited to the fullest. Having 6 and 8 attacks each,
Blade of Darting Steel, Hydra or Dragon swords are a must. Blade of Cocacila
is an interesting alternative because it will force enemy characters to rely
only on their stats, which have to be really impressive to stand a chance
against a slann. You should always field an additional slann to back these
characters up with a more varied spell choice. Remember that apart from the
magic weapon all the remaining equipment should be aimed at granting you
magical superiority: Skull Staff, Potion of Knowledge, Chalice of Sorcery
leading the way. Don't take Book of Secrets as you really don't want to see
your wonderful stats line depleted. I usually don't use the Rod of Power: my
armies normally include enough wizards so that I don't need it. Indeed you
should remember that Slann Mages aren't your only magic users: you also have
Skink shamans.
Skink Shamans
I love `em. Skink shamans are the cheapest magic slots around. I usually use
them as interdiction characters. There are several interesting set-ups for
them. One is Black Gem of Gnar and Cloak of Mists and Shadows. Here you have
an extremely mobile, low cost character to lock opponent's strongest
characters.
Since Lizardmen can't access Pegasus and other such monster this is a good way
to deliver your black gem. Being the Cloak of Mists and Shadows wizard's
arcana the Skink shaman is your only choice. Otherwise you could use a Skink
champion on Terradon since a single model may form a Terradon unit. If you are
going to bring lots of Skink shamans (as I do) consider giving each a Dispel
Magic Scroll and objects such has Black Gem of Gnar, Heart of Woe or Van
Horstmann's Speculum (this is probably the best character you can give the
Speculum to: unlike heroes he has a S of 3, which means that if you challenge
a Bloodthirster he won't be able to wound you!). This means my Skinks are
disposable. After using their dispel scrolls they will be sent against enemy
characters to either block or wound them. Those Skinks are especially useful
to achieve magical superiority: they increase the number of Winds of Magic
cards you can keep after the magic phase has ended and will offer you the
opportunity of hampering your opponent's casting ability. Their battle magic
spells will have to be played carefully: there is a precise strategy in spell
casting. You will try to cast less useful spells first with both your Slann
and Skinks to have your opponent's use up his dispels. Then you will cast what
you really need. If you need to cast a Skink's spell you should cast it last;
because, being only level 1 your opponents will always have an advantage at
dispelling them. Some say that putting a Skink shaman in a Stegadon's howdah
is an excellent way to protect him and increase the unit's Leadership. I
consider it a bit risky because your opponent may issue a challenge, kill your
shaman and force your low leadership Stegadon to a possibly disastrous break
test. One of my favorite characters' lists for an army is 2 Slann Mages and 2
Skinks. Magical supremacy is almost assured and Slann Mages will do the
fighting.
Champions and Heroes
Well, what can I say? I'm a magic lover and I usually spend all my points in
magic users. Saurus Heroes have excellent stat lines and make truly lethal
fighters with armor of protection and a decent magic sword, really hard to
kill.
They may make an excellent choice to guide your core unit of Saurus
warriors/temple guards. Skink champions may come in handy to guide a unit of
cold one riders that have to test for stupidity, but he may nonetheless need
Crown of Command costing you nearly 100 points (champion + equipment + Cold
One + Crown of Command) boosting greatly the cost of the unit. Other widely
used setup is champion + Terradons + Black Gem. You may want to have a Skink
champion armed with Dagger of Sotek when facing Skaven. If I were to field any
hero anyway, I'd take Cloak of Feathers: this is probably the best item an
hero could hope for. The cloak makes your hero the best harasser unit in the
game probably. I may soon try to give up one of my beloved Skink shamans for a
Skink hero with the Cloak and Blade of Ensorcelled Iron. This setup would cost
a little less than my usual shaman setup and may prove equally effective.
SPECIAL CHARACTERS
I have always thought that custom characters are usually superior to special
characters because they are less predictable and will fit better within your
strategy. But if you like to play with special characters here is my opinion
about each of them.
Lord Kroak
This is an excellent h2h fighter, truly fearsome. Since he can't cast his
spells (but remember you can access them through telepathy), he has been
equipped with excellent h2h items. Magic weapons can't be used against him,
and opponents will hit him on 6 only. Add to this that his stat line is that
of a level 4 SMP and you have a real killer. Use him against greater daemons
and fear not. He even enjoys a 3+ save instead of the usual 4+ and costs less
than a real level 4 slann. Subtracting from lord kroak's cost his magic items
his cost will be 100 points cheaper than an usual level 4 slann and still
enjoy a better special save. Couple him with another level 4 slann in bigger
battles for spell casting and there you go. One last thing: even if one of his
magic items is a standard, he is NOT your BSB. Remember!
Rating: 8/10
Lotl-Botl
This guy would be an excellent choice for boosting your core Saurus unit at a
low cost. Even if he does not carry any magic objects he grants you 2 notable
effects: causes fear and grants +1 bonus to combat resolution. This is a real
bargain: normally a Saurus hero will cost 82 points and adding shield and
light armor that becomes 85. For additional 15 points you will get the
benefits of War Banner (25 points) and Shrieking Blade (35 points). A real
bargain if you are into heroes. And an excellent boost for your unit too. And
making your Saurus unit fear causing is another step towards a whole fear
causing army. Fear sometimes wins battles.
Rating: 7/10
Kroq
Kroq makes a good choice for fighting challenges as he is a real die-hard guy
and delivers quite a punch. You have a good chance of winning and inflicting
several wounds to your opponent. He will likely bite the head off of an
incautious elven general!
Rating: 7/10
Oxayotl
Oxayotl may be a good choice for taking out enemy war machines or at least for
distracting their crews from firing, because of his infiltration abilities.
I'd prefer not to have him engaged in h2h though. You may try to use him to
prevent units from marching, but you can't deploy him closer than 8' from the
enemy therefore this can be done only if you are to go first. Well, chameleon
Skinks would have made a really interesting addition to lizard armies as
ordinary rank and file troops. Oxayotl looks more like a nuisance than a real
threat.
Rating: 5/10
Inxi-Huinzi
If you want to field cold ones, field Inxi-Huinzi too! Having a Skink champ
with Crown of Command to get rid of stupidity tests would cost about the same
(and you would still be running some risks). Inxi-Huinzi's mount is a little
better than an ordinary cold one. Consider also that Inxi-Huinzi's stat line
is obviously better than that of a champion, being a hero. His darts are good,
remember to use them when charging! I believe they are best used against rank
and file to soften their lines. Even when guided by Inxi-Huinzi Cold Ones
should remain a flanking unit, not first line.
Rating: 7/10
Itzi-Bitzi
Itzi-Bitzi is just too good against low leadership units! You may have several
enemy units panic at once! Rolling 3d6 gives you a good chance of routing
troops, but I would not hope to win against a daemon army because of it. Worth
a try against die-hard but undisciplined beastmen, orcs and goblins, humans,
skaven.
Rating: 6/10
Tinihuini
Hmmm even though the 4+ save comes almost for free I don't like Tinihuini. He
may become worth fielding against Skaven, but only if you field serpent
swarms.
Generally I prefer all-around characters that can come in handy at all times.
Dagger of Sotek is wasted in the hands of a shaman because of his low WS, 1 W
and 1 A.
Rating: 2/10
Lord Mazdamundi
Mazdamundi is a widely debated character because of his spell choice. His stat
line is even better than that of an ordinary slann and has an increased chance
of avoiding wounds thanks to the Stegadon, making him a brutal h2h fighter.
His choice of items is nothing special: his magic weapon has little chance of
breaking anything and Mazdamundi will have to rely only on his fighting
abilities. Fortunately, riding a Stegadon he has a fairly decent chance of
charging the opponent, gaining impact hits too. He also causes fear, again a
good choice for breaking a low leadership army. Imagine having 2 Stegadons,
Mazdamundi, Itzi-bitzi, Lotl Botl and 2 Kroxigor-Skink units. Add a couple of
units at your discretion. This is a possible 2500-point army that can break
several units without even actually entering h2h. Speaking about magic, the
only truly deadly spell Mazdamundi has is Earth's Power Lines, excellent for
taking out Rank and File. Remember his spells have no range limit, so he can
target anything on the table. Mazdamundi definitely has to rely on telepathy
to gain some truly useful spells. When he gets new spells his casting
possibilities are rather good, being level 4 and having some passable cast-
aiding items. Anyway, I suggest you always bring a back up Slann when fielding
Mazdamundi. He is not a favorite choice for magic lovers like me, but he truly
is a powerful fighter.
Rating: 5/10
MONSTERS
Hmmm, other than lizards and serpent swarms there is little worth taking. If
only Slann Mages could be mounted on fliers! Well, swarms come for half the
price and are fairly resistant but have low movement and they won't cause much
damage. They won't break and will be good for slowing down your opponent.
THE BATTLEFIELD
Building your army
I usually start by creating my general and characters. I have discussed how to
equip them in the character sections; I will now give you an overview of some
of my favorite set-ups for different games.
1000 points: Level 2 Slann, BSB, Standard of Sorcery, book of Ashur, Plaque of
Dominion, Hydra sword. Be very careful choosing you h2h opponent as the stat
line is less than impressive. You should fare decently during magic phase
since you are level 3, which is good for a 1000-point game, and the extra WOM
will help.
2000 points: you may try fielding level 4 Slann equipped with a magic weapon
that will benefit from his many attacks such as Hydra Sword or Blade of
Darting Steel. Usual items for magic phase are Skull staff, Potion of
Knowledge and Plaque of Dominion. Potion of Strength increases your chances to
take out your opponents general in one turn. As usual make him your BSB with
the Banner of Sorcery. Add one Skink shaman equipped with Cloak of Mists and
Shadows and Black Gem of Gnar and use it to take out annoying models such has
your opponent's highest level wizard. You may also try to field a level 3
general together with a 1st level back up Slann equipped with Book of Ashur to
enjoy wider spell choice and to avoid putting too many points in one
character. Skull of Flaming death and the likes are good items for back up
Slanns You will likely face generals and heroes mounted on flying monsters,
not to mention greater daemons in such games: Talisman of Ravensdark is an
excellent choice to defend your general from that damn Bloodthirster.
3000 points: my favorite setup is level 4 general plus level 2 Slann with Book
of Ashur accompanied by two Skink shamans. Overall Slann setup won't be that
different from a 2000 points game: try to take some equipment for self defense
as your Slann Mages are worth just too many points: they must survive at all
costs. Skink shamans will carry Dispel Magic Scrolls and cheap, economic anti-
character magic items (even if Slanns can face almost everything, why risk?).
Troop choice for Lizardmen is sort of limited therefore my armies tend to
include almost all of the different regiment types. My armies are built in a
modular way. Usually I take a big block of Saurus (12-16) armed with spears, 2
units of 2 kroxigors and 16 Skinks each, and small screens of skirmishing
Skinks as the core of all my armies, from 1000-point games to at least 3500-
point games.
According to the size of the game I subsequently add Terradons (4 usually),
Stegadons (no more than 2 because of their high cost and low leadership).
Having one Stegadon to fail a leadership test is nasty, having two is
detrimental, having three will lose the game! I also might add Salamanders
(two is more than enough given their cost), temple guards and cold ones to my
core army. Equip your Skink screens with shortbows or javelins (be sure to
take poisoned weapons because, they are really worth it). I prefer taking bows
because of their longer range.
Terrain
If you are going to play defensively, place hills between you and your
opponent close to the middle of the table, so that you have a chance to cast
assault of stone while he approaches. If you are going to play offensively
place hills to your sides so that your opponent will think twice before
flanking your troops with cavalry units just as if he was closing a vise on
you. There is one notable exception. When playing against high elves be very
careful placing your hills as your opponent has a chance to pick assault of
stone instead of you. When playing against high elves, you are likely to be
playing an offense game: your opponent will wait for you while he shoots. I
suggest you place woods or buildings instead of hills, to protect your troops
from enemy fire and to stay away from the risk of having your troops crushed
by rocks (as if RBT weren't good enough at that). When playing a defense game,
rivers will help a lot: they will slow down your opponent and most of your
troops take no penalty in case you need to cross them.
Fielding your units
Lizardmen have the opportunity to field a rather large number of regiments. In
my gaming group the player with the most regiments will be the first to
deploy. I usually put my core Saurus unit first and then place my 2 usual
kroxigor/Skink units to its sides. Those 3 units will be my primary strike
force. Then place your skirmishing screens. Skirmishing screens are good
because they are harder to hit with ranged weapons and have high mobility.
Place your screen between your army core and the closest enemy shooting unit
or place it in front of the unit that is more likely to charge you (especially
chariots! I have lost a level 4 Slann once because I was not ready to face a
charge from a chariot on first turn. damn slaaneshi steeds, you are going to
see an increasing amount of those): this way you stand a chance of
countercharging it when the screen dies off. The screen can be good to absorb
elven arrows or to prevent chaos knights from charging your main block.
Loosing some Skinks is well worth the chance of charging chaos knights. One
last use for the screen is to tie up enemy characters for a couple of turns.
Then place your Terradons as close to enemy war machines or low leadership
units as possible. Stegadons should be placed near to large infantry units
which will be easier to charge and won't enjoy particularly good armor saves,
giving you a good chance of breaking them. Both Stegadons and Terradons are
usually put to the sides of my core units. Salamanders should be put on the
top of a hill, as close to the enemy lines as possible, to begin firing from
the first turn. Use them to attack enemy troops that enjoy the best armor
saves. Alternatively hide them in woods for protection from enemy fire. I
often hide my weaker characters there too. Slann Mages will be placed to the
sides of the Saurus unit, between Saurus and Kroxigor/Skink units. From your
left to right you would see 1st Kroxigor/Skink unit, 1st SMP, Saurus, 2nd SMP,
2nd Kroxigor/Skink unit. Skink shamans will be positioned differently
depending on how you have equipped them. When equipped with Heart of Woe or
Black Gem they should be protected from enemy fire since they have just 1
wound, hiding inside forests or behind hills or screens until they can reach
their target. If you equipped your shaman with Black Gem and Cloak of Mists
and Shadows (one of my favorite combos) don't worry and gem your target as
soon as possible.
Engaging the enemy
You should have noticed by now that my troops usually have specific
tasks/targets and secondary targets in case their primary mission can't be
accomplished. You must always be ready to improvise because more often than
not, your opponent will do something you did not expect (it may be an obvious
error or a clever intuition) but don't let it confuse you. Remember your
priorities: silencing war machines or enemy shooters, tying up nasty
characters or powerful units. Use Saurus warriors to engage your enemy and
have one or both kroxigor/Skink units to flank him with their high movement
rate. Or else use one of them to support your Stegadons in case they don't
break your opponent with their initial charge. Lizardmen don't have any
obviously weak unit but they don't have any over the top one either, therefore
regiments should back each other up whenever it's possible. Chaos (except for
beastmen, which can be fought well with fear causing units though) or
Bretonnian armies don't enjoy such flexibility because of the high cost of
their troops, exploit it to your advantage! Even when playing a defensive game
keep adjusting your troop's positions on the battlefield according to your
opponent's approach, don't just stand still and watch while half of his army
is being held by spells or screens, waiting for him to gain the initiative
once again! Try to move out of his line of sight or to gain a good flanking
position with your faster units! Keep marching because your M is generally low
and lizards are better h2h fighters than archers, so don't bother moving and
shooting. You can't afford to lose time, never.
3 golden rules
1. When building your army, you must be ready to face EVERYTHING and find
at least 1 good reason for fielding every unit. Don't let your opponent
choose which units to field for you. A good army should be able to face
either Bretonnians or Dwarves.
2. When fielding your units, it's the moment to adapt your strategy to your
opponent's army. Position your troops according to what HE does, not
according to a previously planned scheme. Place them so that they are
more likely to accomplish their task quickly and safely.
3. If you followed step 1 and 2 now all your units should have their target
and be in a good position to reach it. Do it fast! Force your opponent
to play your game!
Many times I have seen people building their armies bearing in mind that "my
opponent will probably field that so I shall counter it with this": this means
you are bound for a surprise if your opponent is good. You are more likely to
overrate some of his units and underrate others. Many times I have seen people
fielding their troops according to plans they had in their minds instead of
placing them close to their obvious targets, with their fastest troops too far
away from my Salamanders to prevent them from spitting at chaos knights. Many
times I have seen people being defeated because their harpies could not reach
war machines in time or their troops were taken out one by one by units that
knew where to engage the enemy.
ONE LAST WORD ABOUT MAGIC
Remember you can save your general's life with evasion (pretty cool IMHO). If
you are forced to use the Drain Magic Winds of Magic card make sure it is a
Skink shaman to risk loosing the level. Always take High Magic unless you are
playing against high elves, in which case wait and see how many wizards he has
and what level are they. Make one of your Slann Mages take high magic and let
the other take battle magic. Preferably make your general a high magic wizard.
You may be forced to draw banishment which is no good against high elves
therefore you better be sure you can discard one spell and not just take
what's left. Although at first I thought high magic sucked because it had few
attack spells, I learned to respect it. You already know its excellent deck
abilities. Here are my thoughts about each spell.
Assault of Stone
AOS is best used against costly units, as it ignores armor saves and causes
wounds, not hits, therefore thoughness is not a problem. Don't use it against
characters unless their initiative is very poor, and even so, think twice.
Tempest
A real game winner, this spells is good against all armies but chaos warriors
and daemons which have almost no ranged attacks or war machines and high
leadership. You must cast this as soon as possible, have your opponent use up
all his dispels and then go for it. Starting from 1st turn.
Glamour of Teclis
Use this spell to make your opponent waste his dispels. Target a low
leadership unit and move it to the far edge of the table or right in the path
of other enemy regiments.
Fiery Convocation
The best target for fiery convocation is infantry blocks because of their poor
armor saves compared to those of knights. Else try it on characters. If you
successfully cast it remember it will deal 2d6 S4 hits and 2d6 S 5 hits before
your opponents has the chance to dispel it. Remember this is fire damage.
Banishment
What can I say? This is where the "discard one spell" rule comes in handy: if
you are not playing against undead or daemons it is useless. But if you are
cast it every turn. 4+ and you deal 1d6 WOUNDS to EACH model, a real mass
killer, has even the potential to take out multiple characters at a time.
Apotheosis
Give it to your back up Slann. Can you imagine your opponent's frustration
when your 8 wounds general will be back rock again? Use telepathy and exchange it
immediately!
Hand of Glory
One of my favorite spells. Lizardmen are hard to break. Now they become
unbreakable. This will totally exasperate your opponent. Consider both casting
it with your general or back up. Since you already enjoy a L of 10 (your
general's) you may want to detach your back up with some troops to engage
other targets and still be able to stand the ground.
Coruscation of Finreir
This item is good for defending your General from war machines and such, to
move him into a better position for spell casting and so on. BUT it is also
good for tying up your enemy! How? I charged a unit of 5 chaos knights and
mage preventing them from moving further. Since we had both +1 combat
resolution (he had regimental standard, I had battle standard) and no wounds
could be dealt the combat went on till the end of the game.
Drain Magic
Other than dispelling nasty spells in play, this one is useful to weaken enemy
sorcerers. Cast it if all your Slann Mages are high magic sorcerers (and you
have no excuse for them not to be high mages unless you are playing against
high elves!) as it will more likely damage that nasty lord necromancer than
yourself! This spell may help you achieving complete magic superiority if you
are eager to risk a little.
Deadlock
Forgot to bring Blade of Cocacila? Have your opponent's magic items revealed
by Skull Staff and deadlock his Frost Blade or Black Gem before it's too late.
The truth is that this spell is good to have your opponent spend his dispels
on as this is hardly a game winner.
BUYING GUIDE
Since I often receive e-mails from people that ask for advice on how to start
their armies, I thought I would add this small section for newborn Slann Mage
priests. First of all, you should put your hands on plastic Saurus and Skinks
from a couple of Warhammer boxed sets, as they are very cheap and will be more
than enough for your first battles; you may trade your Bret knights for them
or pay them about 15 / 20 u.s. $ which is a fair price imho. You need a Slann
too to command your army so start saving money. For a good 1000 points army
you need some plastics, your SMP, and personally I would add a couple of Skink
command groups, one Saurus command group and some Kroxigors (4 is perfect).
Since Skink Shamans are not available to date, you can use the champions
included in command group blisters, that's what I usually do. If you plan to
play 1500 points battles think about buying some Terradons which will probably
more points effective in such small battles than Stegadons. In 2000 points
battles it is advisable to have one though. Consider buying a second Slann for
such battles. Lizardmen models are NOT cheap, but since the troop is limited,
fortunately you don't have to buy too many (and a good part of them will be
plastics). For larger games buy a couple of Salamanders or another Stegadon.
Temple Guards are expensive and I don't field them very often therefore they
should be bought by last. A 16 models regiment will cost you more than a
Stegadon or Slann Mage Priest, remember. Go either for your second Slann or
Stegadon or for your Salamander battery instead.