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Howdy all
Ill get this out of the way tonight so this weekend i can get into the juicy special and rare choices. I also have some COD to play tonight (one more bullet pen and i have mastered every primary weapon in the game :biggrin
So we have covered our characters, now we have to look at the core choices available to us. Unlike in 40k, core choices arent necessarily the game-winning units that you MUST have to win the game, but they perform the role of providing numbers and expendibility to the army.
The lizardmen have the 2nd best core choice in the game in the saurus warrior (Warriors of Chaos are the best stats-wise, but the army sucks ass) and you will want plenty of these guys.
Some points to consider when forming your saurus units:
1) ignore horde. Horde is a gimmick to sell more models, it has very little value in a game. You tried wheeling 10 models whilst staying 1" away from all the other models? This unit moves like a morbidly obese woman in a toilet cubicle. 6-wide is ideal, so try and get your units in multiples of 6
2) a lot of lizardmen players cried and gnashed teeth at supporting attacks nerfing the spearman saurus (whine-seer was one of the worst). I missed a lot of 7th and stil remember the days of 6th edition, where saurus with spears only ever got one attack from the second rank. Now with spears they get to attack in 3 ranks! so quit with the whinging.
3) related to that, to spear or not to spear is entirely down to your personal preference, there is no right or wrong. spears give you and extra 6 attacks a turn, whereas hw+s is a cheaper unit plus has a little bit extra survivability
4) standard and musician should ALWAYS be taken, but you all knew that already :wink: if not, get back to 40k and go pew-pew some guys to death
5) the only unit i ever run a champion in is one with a supporting scar-vet (see my heroes tactica for this loadout) to accept the challenges that fly about. otherwise, i find him to be a waste of points
6) best unit size? personally i find 24, 6x4, works the best. large and sturdy enough to take damage, easy to move and wheel and still packs a punch in cc. others may have different opinions
a tips: if you are running SLann with Lore of Life (as i recommended) then make sure to give one unit Flesh to Stone and charge them straight at the enemies hardest, killiest unit. T8 saurus (you DID remember throne of vines, right?) will not be going anywhere fast. you dont need expensive elite infantry because....well...you dont have any
this is the best you have!
in my 2250 list i run 3 units of 24, one with spears and 2 with hws (and a scar vet in each hw unit). one solid block of reptilian muscle
there isnt much more to say about saurus, they are just all-round good and should be taken in as large a number as possible
the other big ranked unit you can have is a skink cohort. i just know SOMEONE is going to try and argue that they have a place in the army, that they are a good flanking unit who serve as a kroxigor-delivery unit and that dey rulez ok?
2 words- TOUGHNESS TWO
ill repeat that. TOUGHNESS. FRICKIN. 2.
what idiot thought that a skink is less tough than a goblin? fuck me i have eaten steaks that are tougher than that.
That is why cohorts will always fail. even a small unit of skirmishers can kill enough skinks to mitigate the damage of the krox, and once you drop down to 6 skinks less your Kroxigor have toughness 2!!
dont get it? let me explain
when the unit is down to 6 skinks, these form the front rank and the 2 or 3 krox form the back rank. the enemy strikes at the skinks still, hitting their WS3 T2
ireful2
opponents. These wounds are then transfered to the BACK rank. Look at your rulebook, these are the rules people. once you hit 6 skinks (and you will!! 2 krox=16skinks, 3=24...) your krox are just 3 wound skinks.
now do you see why these are useless? yeh, thought so. leave them at home
Skink skirmishers, on the other hand, are an essential part of the army. gone are the days of endless re-directing and march blocking with them, those days of "moving half an inch to avoid a charge"-hammer are gone and WARhammer is here. They can stil do a nice flee reaction to pull an enemy out of position for a strike next turn, but their main job is taking out chariots, monsters and lone characters. remember that they can march and shoot now, which will give a unit 10 poisoned shots at 24" or 20 poisoned shots at 18". thats a lot of hurt from a 70 point unit. i have managed to wipe out 3 chariots with them in 2 games, and monsters will learn to fear them.i stil prefer blowpipes over javelins just for the extra flexibility of the 1 or 2 shot. They really are the best way of dealing with monsters that we have, short of magic of course
if only the Old ones, in their might and wisdom, had shown their servants how to make a bloody cannon (rolls eyes in disgust.....)
Finally we have Jungle Swarms
:laugh::laugh::laugh::laugh:
I know, im a joker! 45 points for the equivalent of 5 skinks on one base? Think it through, son
SO there you have it, the core choices for us are nothing exciting (as there is only really two....) but have a lovely balance of brute power matched against speed and ranged threat.
something that WoC wished they could say.....
ill try my best and do special choices tomoro, and then rare at the weekend. Then ill take everything together and try and show you what i feel is the best way to build a lizardman army. That doesnt mean i will show you the BEST army, because that is just stupid talk- there is no BEST army for any race. But there are building blocks, out of which a fortress can be made
or a crappy wall
as always questions/comments/criticisms/personal attacks are welcome
For the glory of the cold-blooded ones, back to my heated rock in a glass cabinet i go.....
Mikeza-bitza-nutzi
Ill get this out of the way tonight so this weekend i can get into the juicy special and rare choices. I also have some COD to play tonight (one more bullet pen and i have mastered every primary weapon in the game :biggrin
So we have covered our characters, now we have to look at the core choices available to us. Unlike in 40k, core choices arent necessarily the game-winning units that you MUST have to win the game, but they perform the role of providing numbers and expendibility to the army.
The lizardmen have the 2nd best core choice in the game in the saurus warrior (Warriors of Chaos are the best stats-wise, but the army sucks ass) and you will want plenty of these guys.
Some points to consider when forming your saurus units:
1) ignore horde. Horde is a gimmick to sell more models, it has very little value in a game. You tried wheeling 10 models whilst staying 1" away from all the other models? This unit moves like a morbidly obese woman in a toilet cubicle. 6-wide is ideal, so try and get your units in multiples of 6
2) a lot of lizardmen players cried and gnashed teeth at supporting attacks nerfing the spearman saurus (whine-seer was one of the worst). I missed a lot of 7th and stil remember the days of 6th edition, where saurus with spears only ever got one attack from the second rank. Now with spears they get to attack in 3 ranks! so quit with the whinging.
3) related to that, to spear or not to spear is entirely down to your personal preference, there is no right or wrong. spears give you and extra 6 attacks a turn, whereas hw+s is a cheaper unit plus has a little bit extra survivability
4) standard and musician should ALWAYS be taken, but you all knew that already :wink: if not, get back to 40k and go pew-pew some guys to death
5) the only unit i ever run a champion in is one with a supporting scar-vet (see my heroes tactica for this loadout) to accept the challenges that fly about. otherwise, i find him to be a waste of points
6) best unit size? personally i find 24, 6x4, works the best. large and sturdy enough to take damage, easy to move and wheel and still packs a punch in cc. others may have different opinions
a tips: if you are running SLann with Lore of Life (as i recommended) then make sure to give one unit Flesh to Stone and charge them straight at the enemies hardest, killiest unit. T8 saurus (you DID remember throne of vines, right?) will not be going anywhere fast. you dont need expensive elite infantry because....well...you dont have any
in my 2250 list i run 3 units of 24, one with spears and 2 with hws (and a scar vet in each hw unit). one solid block of reptilian muscle
there isnt much more to say about saurus, they are just all-round good and should be taken in as large a number as possible
the other big ranked unit you can have is a skink cohort. i just know SOMEONE is going to try and argue that they have a place in the army, that they are a good flanking unit who serve as a kroxigor-delivery unit and that dey rulez ok?
2 words- TOUGHNESS TWO
ill repeat that. TOUGHNESS. FRICKIN. 2.
what idiot thought that a skink is less tough than a goblin? fuck me i have eaten steaks that are tougher than that.
That is why cohorts will always fail. even a small unit of skirmishers can kill enough skinks to mitigate the damage of the krox, and once you drop down to 6 skinks less your Kroxigor have toughness 2!!
dont get it? let me explain
when the unit is down to 6 skinks, these form the front rank and the 2 or 3 krox form the back rank. the enemy strikes at the skinks still, hitting their WS3 T2
now do you see why these are useless? yeh, thought so. leave them at home
Skink skirmishers, on the other hand, are an essential part of the army. gone are the days of endless re-directing and march blocking with them, those days of "moving half an inch to avoid a charge"-hammer are gone and WARhammer is here. They can stil do a nice flee reaction to pull an enemy out of position for a strike next turn, but their main job is taking out chariots, monsters and lone characters. remember that they can march and shoot now, which will give a unit 10 poisoned shots at 24" or 20 poisoned shots at 18". thats a lot of hurt from a 70 point unit. i have managed to wipe out 3 chariots with them in 2 games, and monsters will learn to fear them.i stil prefer blowpipes over javelins just for the extra flexibility of the 1 or 2 shot. They really are the best way of dealing with monsters that we have, short of magic of course
if only the Old ones, in their might and wisdom, had shown their servants how to make a bloody cannon (rolls eyes in disgust.....)
Finally we have Jungle Swarms
:laugh::laugh::laugh::laugh:
I know, im a joker! 45 points for the equivalent of 5 skinks on one base? Think it through, son
SO there you have it, the core choices for us are nothing exciting (as there is only really two....) but have a lovely balance of brute power matched against speed and ranged threat.
something that WoC wished they could say.....
ill try my best and do special choices tomoro, and then rare at the weekend. Then ill take everything together and try and show you what i feel is the best way to build a lizardman army. That doesnt mean i will show you the BEST army, because that is just stupid talk- there is no BEST army for any race. But there are building blocks, out of which a fortress can be made
or a crappy wall
as always questions/comments/criticisms/personal attacks are welcome
For the glory of the cold-blooded ones, back to my heated rock in a glass cabinet i go.....
Mikeza-bitza-nutzi