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==Tactics== Lizardmen are a very versatile faction when viewed over the entire campaign, however there will be times when your army composition and thus tactics are limited depending on the progress you've made in developing your empire. Your greatest limiting factor will be money; be it in single-player or multiplayer, many mid-high tier units will cost a fortune and you will invariably have a lower unit count compared to other armies. You will need to carefully consider the faction you're currently facing when forming your armies. ===Multiplayer Strategies=== So, you want to show the world a Great Plan, and TED talks aren't getting it done? You might think of the Lizardmen as just another 'big monster' faction in multiplayer, but you're limiting yourself if you think that way. The scalies have a surprising amount of options within their roster. From super wide infantry builds to kite builds built around chameleon skinks, to more mobile cavalry-centric strategies, the Lizardmen can be quite a versatile opponent. The thing you're pretty much going to universally struggle against however is factions that are heavy on the ranged play. You need to think carefully about your army comp and lord choices, then bring the Great Plan to the four corners of the Earth (or multiplayer lobby, or whatever). ====Faction Counterplay==== A list of all the other factions in the game, along side their various strengths, weaknesses and best strategies you have to combat them. *'''Beastmen''': Highly mobile and capable of dishing out impressive damage, the Beastmen are among the fastest armies in the game (only rivaled by the Wood Elves and Slaanesh). This can be difficult to deal with, as the only infantry you possess that can potentially keep up with them are your Skinks. Skinks...generally aren't a great pick against Beastmen. They're slower still than a significant portion of the Beastmen roster and will die quite quickly due to their lack of armor and defensive stats. Skink Skirmishers/Chameleon Skinks are a minor exception, as between their poisonous missiles and the Beastmen's lack of armor, they'll actually deal respectable damage to them. Otherwise, the stalwart Saurus (Spears) will be your best frontline unit; solid charge defenses, shields and anti-large bonuses will stop any rush in its tracks and the Beastmen's complete lack of armor means that they'll take the full brunt of their attacks. Your monsters USED to be fantastic here, but with the addition of the anti-large regenerating Ghorgon, they are a much more risky proposition. Seriously, this thing will beat the pants off of pretty much any monster you bring to the table, and its surprising mobility means that your slow-moving infantry will have a hard time tarpitting it. Shredder of Lustria builds and monster mash builds which used to be hilariously effective against the Beastie Boys are now quite dangerous to bring. Without being able to overly rely on your monsters, it's going to be up to your characters and magic to be the game-changer. *'''Bretonnia''': The end-all, be-all cavalry faction, Bretonia has access to some of the strongest mounted soldiers in the game. Their peasantry, though feeble, isn't to be underestimated in sufficient numbers and can still do notable damage through their archers and pikemen. That said, your Skink Cohorts can easily best any peasants they (effortlessly) pin down and a unit or two of Kroxigors will ''evicerate'' any foot soldier unfortunate enough to meet them in combat. Bretonnians will also struggle to hold their lines together from the sheer amount of fear/terror your monsters can cause. However, their cavalry (particularly Grail Knights) won't falter from fear alone and are renowned for their devastating charges. Brace units of Temple Guard (or Saurus Spears, if you're cheap) to mitigate their damage and box them in before they have a chance to pull back. A light slann with the Net of Amyntok can shut down Bretonian cavalry ''hard'' and should heavily be considered as your lord for this matchup. *'''[[Total_War_Warhammer/Tactics/Chaos_Dwarves| Chaos Dwarfs]]''': *'''Dark Elves''': The general battle plan here can best be summarized with "Grab a bunch of ranged and 2 Solar Engines and defend them at all costs because otherwise you have no way to deal with Dark Rider Crossbow and Scourgerunner spam." Seriously, those damn Anti Large missile chariots were pretty much designed to fight you. A pure melee monster rush isn't going to work otherwise you will just get kited into oblivion. Have the solar engines shoot them from afar a see if you can get you Chameleon skins to slow them down so your Cold One riders can catch up to them. Your dino cav is better than their dino cav, take advantage of that. Mazdamundi is also great for nets to lock down cavalry and get them ready for a pounding. If you can get rid of all that mobile ranged, the infantry fight should fall in your favor in no time. *'''Dwarfs''': Dwarfs tend to form nigh impenetrable walls of armorclad infantry and are one of the few factions capable of holding the line better than you. AP weaponry is a must, so mixing Red-Crested Skinks among your Saurus can help chew through thicker formations. Kroxigors, particularly Sacred Kroxigors, will be your best infantry can openers in this fight. Despite their innate spell resistance, your offensive magics can still work wonders against most dwarfen infantry, so a heavens skink priest or fire slann wouldn't be amiss in your army here. Beware of their Giant Slayers; though fragile, they will deal terrible damage to any armored cavalry or monsters they can get their grubby dawi mitts on. Skink Skirmishers/Chameleon Skinks can easily outpace Slayer units and whittle them down with their poisoned missiles, though they'll do absolutely nothing against any of the armored infantry. Terradon riders are virtually untouchable to their ground bound forces with a special shout-out for the Fireleech Bolas variant, but you'll absolutely need to take down any Gyrocopters contesting the skies if you want to get your money's worth. Lastly, you'll want to destroy any artillery they bring before turning your attention to the rest of their forces; Ripperdactyls can easily flank and shred such devices, though you'll need to draw away any screening units if you want them to survive the aftermath. Lastly, this is one of the few matchups where Razordons are a more attractive mid-ranged option than your Salamanders. *'''Empire''': Karl Franz brings a relatively balanced roster to the table, with plenty of long ranged anti-armor firepower and cavalry that'll run circles around yours. With the sheer volume of AP [[Gunpowder (Warhammer Fantasy)|gunpowder]] units and artillery, this is a faction you'll generally want to leave the Saurus at home for. Skink Cohorts with shields are for once a rather reliable pick for your frontline, with Red-Crested Skinks and/or Kroxigors diving in once you've tied down the missile units that otherwise threaten them. Additionally, your Terradon Riders can actually be quite effective in this matchup, particularly in shutting down Grenade Launcher Outriders. A Skink Priest of Heavens with Urannon's Thunderbolt and/or Comet of Cassandora is a rather cost-efficient answer to units such as the Steam Tank and Artillery Platforms, though regular Stegadons can punch holes through them if you can keep them safe. A Slann Priest with Light Magic and the Net of Amyntok coupled with a squad or two of Salamander Hunting Packs makes for an excellent cavalry deleting squad, but you'll absolutely need to shield them with your own cavalry or at the very least some shielded Saurus Spears. *'''Grand Cathay''': Go fast and hard into cathay's lines. Cathay brings a good amount of options against single-entity units with accurate Grand Cannons and Iron Hail Gunners amongst others. The largest you should go is an Ark of Sotek or two to mass-poison damage Cathay's entire packed formation. Go full offensive with Saurus and try to briefly contest the skies to disrupt the artillery and missiles on the charge. In general it's a poor matchup as while the other 'monster race' in the Ogres is great against Cathay it's simply a matter of price. Ogres can beat Cathay with a lot cheaper units than you can bring with Kroxigors filling the same role as Ogre bulls but 2.5 times the price. Unless your units get major discounts in multiplayer for Immortal Empires it's not a good time *'''Greenskins''': Hordes of expendable Goblins and Ork Boyz make up the rank and file of the Greenskins. Despite having a particular focus towards mobbing you in melee combat, the Greenskins have a fairly diverse roster capable of performing decently well at ranged combat or skirmishing with their relatively diverse cavalry options. As the coup-de-grace, Greenskins also have access to several monstrous units between their selection of Trolls and Arachnarok Spiders that can mulch their weight in infantry. However, there are two major weaknesses to the Greenskin roster: they typically have ''terrible'' leadership (especially their expendable Goblin and Troll units) and a majority of their roster is unarmored. Saurus units will typically stand firm on the front lines while your Skink Skirmishers will actually do some solid work while easily outpacing the sluggish Ork Boyz, but you will ''need'' to watch out for their Cavalry. Fireleech Bolas Terradons and Salamanders will have a field day against their infantry as well, especially against the fire-weak troll units who will crumble rapidly in the face of their flammability and terrible leadership. On the note of leadership; your pantheon of Jurassic beasties will have the time of their lives against the Greenskins. Their lack of charge defense, anti-large, and low leadership means that a Carnosaur or two will bowl through their ranks largely uncontested. However, keep an eye out for Black Orcs; they're one of the few armored infantry units in the Ork roster, are armor piercing and are immune to Fear/Terror. Red-Crested Skinks are a decent budget option to deal with them, though you may prefer to kite them with Razordon Hunting Packs instead. *'''High Elves''': Lizardmen will have some trouble countering High Elf flying monsters, particularly Phoenixes. Your ranged units aren't going to get the chance to take them down in the air, so you have to rely on catching them when they drop down to attack and that can be tricky if you're running an all-dino army. At the same time, if you're using Saurus then you will take some heavy losses from archers and cavalry if you commit them all to tarpitting the Phoenix. Chameleon Skinks are an excellent pick against archer heavy builds; their lose formation coupled with their innate missile resistance will make them extremely hard to take down at range while their chameleon skin will let them dip in and out of combat with relative ease. Sisters of Averlorn are a priority target if present on the field; a Skink Priest of Beasts may be considered if only to summon Manticores to tie them down. Additionally, the Legion of Chaqua should strongly be considered as a core part of your frontline; the ability to grant multiple units around it a 44% missile resistance is too valuable to ignore. *'''Khorne''': Don't bring Skinks to this matchup. Barring Chameleon Skinks, Skink Skirmishers if you want to be cheap, all of your Skink Infantry will do little more than feed their skulls to Khorne's throne before they get an opportunity to do anything meaningful. A pricy Saurus front line is definitely worth it here, potentially supported by Kroxigors. For once the 'Engine of the Gods' Stegadon's death-beam will actually be useful as the Stegadon itself can knock about units and the death-beam being magic and AP will counter any infantry Khorne can bring. Bring Saurus, bring magic and your anti-large Carnosaur. A very good matchup in your favor. *'''Kislev''': Kislev is a relatively fearless foe for you, a nice change of pace for mere mortal men. Their higher tier infantry is generally able to out-trade yours, Tzar Guard (especially the Great Weapon variety) can and will gradually carve their way through regular Saurus lines while Streltsi and Ice Guard will prove quite competent at dealing with your forces at range. Fortunately, your sheer versatility means you aren't wanting for options. Even if they're a bit slower, your Cavalry will generally outclass Kislev's, barring any War Bear Riders they may have brought. Even regular Cold One Riders will make a fantastic hammer to the anvil that is your Saurus and even a losing matchup against their stronger Tzar Guard will quickly turn in your favor with a rear charge or two. Of course, aside their War Bear Riders, Kislev's monsters can't hold a candle to yours. Once you shut down some of the ranged AP Missiles, your dinos can wreak terrible havoc upon the enemy lines. Razordons are particularly effective right now, though Salamanders can be used to efficiently deal with the more monstrous enemy units. Terradons are almost always a never-pick however as since in essence every single Kislev unit has a ranged attack that is more than capable of dealing with them Terradons are free kills for even Kossars. *'''Lizardmen''': This...should be a no brainer in concept, though countering opposing Lizardmen can be somewhat difficult to execute. Anti-large units in some shape or form are an inarguable must; Cold One Spear-Riders accompanied by Saurus Spears can surround and pin down enemy monsters in a relatively cost-effective manner. Red Crested Skinks are an ideal infantry choice due to their poison and armor piercing bonus coming into play against a majority of the Lizardmen roster. Salamander Hunting Packs and Ancient Salamanders are fantastic all-rounders that can deal terrifying damage across the entire board. Your main objective should be to focus down any Slann Mage-Priest or Skink Priests present on the field, followed by any other lord/hero keeping potential rampages in check. If there is an opposing Slann, avoid clumping up your infantry to reduce the threat of a Banishment and/or any other vortex spell devastating your frontlines. Regular Stegadons are fantastic monster snipers who should focus fire on major threats like Carnosaurs or Dread Saurians before anything else. *'''Norsca''': These guys are pretty much Warriors of Chaos with a little bit of [[Space Wolf|wolf]] thrown in. Like the Warriors of Chaos, they have a relative lack of missile units but unlike the Warriors of Chaos, are considerably less armored as a whole. However, they more than make up for it with their mobility and plentiful sources of anti-large, which can be seriously dangerous for one of your central strategies. Saurus Warriors as such are substantially better at holding off the bulk of their front lines while Temple Guard are a fantastic answer to their Skin Wolves and Trolls. You need to be on top of your positioning however, as Skin Wolves and Ice Wolves can run circles around your plodding infantry. Skink Skirmishers are also fantastic for dealing chip damage and applying poison while staying well out of arm's reach for a majority of their forces. (Ancient) Salamanders are also a superb choice, as are Fireleech Bolas Terradons as general damage dealers. Stegadons and Carnosaurs will likely be your go-to monsters, as a pair of Carnosaurs can typically take down a War Mammoth, at least in theory. Caution should be exercised against War Mammoths in particular, as they are one of the best monster units in the game. Considering the fact that half your list is made of monsters, that's saying something. No Norscan worth his salt will allow you to freely target down the crown jewel of his army, so make sure you commit well and truly to the fight. *'''Nurgle''': Nurgle has no anti-large, bad armour piercing, relies on outlasting his enemies, has almost no ranged firepower worth mentioning, has incredibly poor armour, is ridiculously slow, hates fire damage, and is mediocre in the air-game. Basically, everything Nurgle hates is something you have plenty of while Nurgle has precisely zero counters to your playstyle. You almost can't lose this match-up it's so one-sided. *'''Ogre Kingdoms''': This is a fairly balanced matchup depending on what you bring. Saurus Spears are the obvious pick here and try to avoid Skink units entirely unless you want to give the Gorgers free food. Carnosaurs with their anti-large are an obvious pick here and going for a Stegadon with or without a hero on the back is great for counterplay against Leadbelchers. The scariest thing Ogres can bring are Rhinoxes or their artillery. Essentially settle in for a large-on-large slugfest. *'''Skaven''': An iconic matchup, the Skaven are everything the Lizardmen aren't. Massive hordes of cheap, cowardly cannon fodder will fill the ranks of many Skaven lists purely to get in the way of your Jurassic might and their rickety engines of war. Aside delaying the inevitable through piles of bodies, the ratmen have precious little in the way of durable front line units and will typically fall apart when thrown in the grinder. Rather, Skaven will rely on their wide array of artillery and arcane firearms to rain warpfire upon the hapless masses (friend and foe alike). Ratling Gunners are notorious for their ability to rapidly shred infantry, cavalry and monsters alike while their jezzails excel at picking apart single entity monsters, lords and heroes from halfway across the battlefield. Any frontline infantry you have you'll want shielded. In general, Skaven are modestly quick on their feet, so you'll want a selection of cavalry or skinks to catch up to and tie down their missile infantry. Chameleon Skinks are generally a strong pick against skaven due to their missile resistance and for once can do respectable damage due to the relative lack of armor in the Skaven roster. Skink Cohorts will typically win in a straight fight against Skaven Slaves or Clanrats, though against anything more elite you'll want Saurus or Kroxigors to deal with them. Your monsters will also have virtually free reign should they manage to make it into melee, though you'll want to ensure any artillery or missile infantry are well and truly tied down before you let them loose. *'''Slaanesh''': Much like the Dark Elves, this matchup falls considerably in their favor. Speedy infantry, cavalry and chariots ''all'' packing AP damage makes a front line of Saurus undesirable. However, unlike the Dark Elves, Slaanesh [[/d/|comes]] up short in the ranged game; your Chameleon Skinks, Skink Skirmishers and even both Terradon Riders will prove quite valuable at whittling away Slaaneshi daemons, though exquisite care will be needed for your Skink infantry; even with poison debuffs, Slaaneshi units are ''damn'' fast and will still be able to chase down and tie up your Skinks without screening support. Other options include your trademark dinosaurs; despite packing AP damage, Slaanesh is not generally kitted with a diverse Anti-Large roster and may struggle trying to hold back your high-mass monsters from tearing through their ranks. When it comes to your Terradons, take a care. Slaanesh will usually pack some Furies to help defend the skies and though Furies won't win against any of your other monsters, your Terradons aren't most other monsters. *'''Tomb Kings''': There's not a lot a basic skeleton army can do to the Lizardmen. Unit for unit, Saurus are just better and Skinks will be more maneuverable. An all-dino army can destroy Ushabti and higher-tier units with ease, provided you've picked the right dinos (Stegadons). However, this is not a reason to be complacent - the Tomb Kings roster has some very deadly Anti-Large AP units on their roster that will make very short work of your dinos. Of particular note are the Ushabti Greatbows and Necrosphinx; the former are dedicated monster snipers and the latter is absolute murder against other single-entity monsters. Try to mob these units with your infantry or try to make them irrelevant with magic, because the high innate armor and mass these units naturally have will mean they can and will be able to move around the battlefield with impunity. *'''Tzeentch''': The key against Tzeentch is to get into melee quick and hold their units in place; Tzeentch daemons, even with their Protoss-like shields, aren't built for combat and will either try to do all their work at range (something you ''desperately'' will not want to combat them at) or by cycle charging before you get a chance to crack their shields. This is one of the rare matchups your Cold One Riders can actually excel at; they're rather decent in combat and can engage the enemy far sooner than your standard Saurus or Skinks can (and will likely/hopefully suffer less casualties for it). Additionally, Chameleon Stalkers can safely sneak up to vulnerable flanks; open up with a rather explosive burst of their own and start chewing through Horrors before they get much opportunity to return fire. Try not to contest the skies if you can, though Ripperdactyls will likely best most of the units they'd be fighting in the skies... they'll be outnumbered substantially ''and'' move much more slowly. They'll be lit up far before they can ever catch up to anything. *'''Vampire Coast''': In terms of punching through these undeads' lines they're even easier than their Vampire Counts brothers with very little in the way of durable infantry to hold back your Saurus killing machines. Where you will have to watch out is their ranged units - they have one of the cheapest gunlines in the game and it's even harder to break open their protectors because they're all undead and can't run. Their monsters will tarpit your dinos but rarely kill them, but without proper maneuvering you will be munching on polearm zombies all day while their undead musketeers and cannons fuck you up. Abuse magic hard and don't let them bog down your dinos, keep them constantly rolling through the zombies until you can trample over their gunners. Be very wary about Necrofex Colossi, not only can they kite your dinos but they can also put substantial hurt on them if not checked quickly. *'''Vampire Counts''': If there's any faction in the game more stunted in the range-game, it's the Vampire Counts. Hordes upon hordes of meat-shields often form the rank and file of many undead lists while the lords and heroes do all the heavy lifting. You'll want to avoid clumping your units up or getting bogged down by the fodder, as a single Winds of Death can delete your entire frontline if you allow it. Kroxigors will make short work of any infantry the Vampire Counts send your way and Sacred Kroxigors in particular are extremely valuable against the ethereal units that might otherwise threaten your physical forces. Additionally, Skink Skirmishers will prove a frustrating thorn in your opponents side as they kite any non-cav across the field and back. Typically you'll want to focus on bringing down any characters the Vampire Counts field, as they quite literally hold the army together. Without their leadership and magic support, many of the undead will quickly crumble against the might of your superior soldiers. Fire damage is particularly useful in this regard, so Salamander Hunting Packs, Ancient Salamanders, Solar Engines and Fire Slann can quickly incinerate many of these lords and heroes (in the case of the Slann, they are also fantastic at dealing with ethereal heroes). *'''Daemons of Chaos''': Expect to see a roster comprising mostly of Slaanesh and Tzeentch daemons. If this is the case, you're in for a rough one. If your opponent decided to focus on Khorne or Nurgle forces... well, hopefully you enjoy the borderline free win. Regardless, this can be a tricky matchup to properly plan for, so just try to take a balanced list. With a slight focus against Tzeentch/Slaanesh, of course. *'''Warriors of Chaos''': Another faction almost devoid of ranged options, the Warriors of Chaos is almost dedicated to advancing a wall of steel and meat from one end of the map to the other. Many of their units are armored and/or shielded and as such, armor-piercing units will be your friend against them. Take a few units of Saurus (Spears) to hold their units in place while you have some Red-Crested Skinks chip away at them. Spears are strongly suggested due to the relative abundance of large/monstrous units within their roster; they might not win against them, but your spears will go down fighting much harder than your regular warriors would. Take a unit or two of Ripperdactyls to shut down any Hellcannons they might've brought to the table. Take no half-measures with them either; they're unbreakable so you ''will'' need to completely wipe them out if you don't want to be bombarded the entire match. Otherwise, some (Sacred) Kroxigors, Razordons and Stegadons are fantastic damage dealers and a Skink Priest of Heavens or a Fire Slann can delete large chunks of their infantry at a time with proper placement and timing. *'''Wood Elves''': Wood Elves are a flighty foe and one of the hardest for your army to actually pin down. Their relatively cheap access to long-ranged anti-armor missile infantry will pose a massive pain in the ass and their basic frontline infantry, the Eternal Guard, can hold their own surprisingly well against your monsters, courtesy of their spears. In a rare twist, a front line of Skink Cohorts will prove more effective than your Saurus against Wood Elves; they're quicker still than many elven infantry options and can further hinder their combat effectiveness thanks to their poison. Chameleon Skinks will prove invaluable at harassing enemy archers and can kite a majority of their infantry with relative ease. Now when it comes to dealing with their tree units, I have one word for you. Fire. (Ancient) Salamanders can deal with Dryads, Tree Kin and Treemen with laughable ease and will prove just as effective at dealing with the rest of the Wood Elf roster, though you'll absolutely want a contingent or two of Saurus Spears to screen against Wild Riders. Wood Elves are also a rare instance of being a faction with ''less'' artillery than you (hint, they have none). Solar Engine bastilidons can heavily discourage their archers from setting up and will do bonus damage to any tree units they shoot. Lastly, many Wood Elf units are capable of vanguard deployment; keep an eye on your surroundings once the battle starts to ensure you aren't caught unawares. ===Domination=== General Tier Rank: '''S/S-''' Though you aren't the undisputed king of Domination, Lizardmen are absolutely positioned as one of the top factions for this game mode currently. A very flexible faction with many options, you have excellent early game presence in the form of skinks. Your quick-footed infantry chaff will easily contest objectives due to their higher capture weight compared to the expendable chaff infantry other factions might field and will have a much easier time getting to them shortly after the game begins. Particularly any of the skirmishing variety that you vanguard deployed. Speaking of, Chameleon Stalkers/Skinks are still excellent skirmishers and harassers who can dive in and disrupt outlying forces, making objective contesting a painful nuisance for ill-equipped foes. When it comes to holding the line, your Saurus infantry is as durable as ever. When supported by regular Skinks, it will take a concentrated effort if not a full hard counter in order to shift your forces off of an objective. This is made even more challenging due to your rather plentiful healing options; Life Slann, Skink Oracles and even Revivification Bastilidons are fantastic for keeping your forces in the fight. Even more so if further supported by any Slann's Ward save nope-bubble that they can plant down on any objective to thoroughly lock it down. This isn't even really getting into your single entity beat-sticks; Kroq-Gar can prove the equal of lords such as Be'lakor with the right support and Lord Kroak can still Deliverance of Itza hard enough to evaporate enemy blobs with frightening ease. At the end of the day, your sheer versatility affords you ''far'' more flexibility in dealing with the highly varied factions you'll be facing while still being able to focus on defending objectives. Yes, there are still some factions you'll generally struggle to deal with, but you will at least have a couple tools to handle them while you hold your ground. This is something some of the other factions (like the Dwarfs or Vampire Coast) cannot quite claim. A particular note, if you're going up against one of the other top-tier factions in this game mode, such as Nurgle or Vampire Counts, bring fire. A Salamander Hunting Pack or two, a Fire Slann and ''maybe'' a Fireleech Bolas Terradon Rider can more efficiently stymie those factions regenerative strengths while further exploiting their innate flammability. A Burning Head or Firestorm will incinerate most of their blobs while dealing moderately little to your armored Saurus lines while Salamanders will also prove quite potent against the larger monsters/chariots supporting them. ===Campaign Strategies=== In the campaign, be it the Vortex or Mortal Empires, the biggest concern Lizardmen have is obtaining a consistent source of income; Skinks will only carry you so far in the early game and sacking settlements will only provide a quick short-term boost to your treasury. Your economy generally lacks bonuses, especially compared to other Warhammer 2 factions, though you won't be as constrained as, say, Wood Elves or Beastmen, and expanding the Geomantic Web and getting upkeep reduction skills will go a long, long way. As such, if you aren't playing as Hexoatl, it is imperative to get the city as soon as possible for its landmark, which reduces upkeep on the Lizardmen's most powerful units. Most other landmark buildings add some bonus to several unit chains, such as additional damage for Skinks or more defense for Saurus Warriors. Lizardmen research is locked behind building completion; many important technologies cannot be accessed until a specific, often mediocre in mid-early game, building is built in one of your settlements. Generally speaking, it is better to unlock research to start improving your weaker units rather than focus on your economy in the early- to mid-game. You simply won't be generating much revenue from economy buildings until the Geomantic Web is expanded and upkeep is reduced. However, that also means you need to be smart about what buildings to construct in your limited settlements; depending on how much money you have coming in through battles and sacking, it may be worth it to construct something just to unlock research and then destroy it to make room for something you genuinely need. Despite Skinks being largely cannon fodder after turn 75, the Skink Spawning Pool building should be built in every minor settlement so that you can hire as many Skink Chief heroes as possible. Not only are they the faction assassins, which help Lizardmen remove otherwise troublesome heroes that would be difficult to snipe on the battlefield, they can all get Stegadon or Ancient Stegadon mounts. These are functionally equivalent to the generic version but come with extended range and bonuses to damage. It is possible to have two full armies of just Skink Chiefs by the Chaos invasion, if you so wish, and it is even more OP than the standard dinostack. Skink Priests also have access to these mounts, but increasing their recruiting slots is much more difficult. Once you start becoming established and have a few provinces under your belt, it is imperative to begin constructing Star Chambers in every province you can afford to do so. Each Star Chamber boosts the starting rank of all newly recruited Slann Mage-Priests by 3 levels and all new heroes by 2. Yes, this stacks all the way up so that you can recruit max level Slann every 10 turns. Each Star Chamber also offers a small but lucrative bonus to all income for the whole Province, which helps to address your stone-age economy and extends enemy sieges by an extra 3 turns, potentially granting you just enough time to save the city should it fall under attack. ===Mortal Empires/Vortex=== With the advent of Immortal Empires in the third game, this will admittedly feel like a lackluster experience compared to it. Having said that, if you feel like sticking to the "OG" experience or don't quite want to pick up game III yet, here are some tips and tricks. In general, if you're starting as one of the factions starting on your home turf of Lustria, you're going to feel quite cramped. ====Mazdamundi==== *'''City of the Sun''' - Big boss Mazdamundi starts with a couple nice things going for him; As the proud owner of Hexoatl, late game Dino-Doomstacks can become particularly affordable. Additionally, he can expand south relatively freely due to a province's worth of abandoned settlements ripe for the plundering/taking. Not everything is as bright as his city's namesake suggests; A permanent -10 diplomatic penalty to all Non-Lizardmen factions can make diplomacy somewhat problematic. This is exacerbated by the fact that Mazda starts directly south of the Dark Elves and has a cluster of aggressive Vampire Coast and lizard-hating Empire colonists barring his access to the rest of Lustria. After you secure your initial holdings, you should weigh your options carefully then commit to eradicating one threat at a time if you can help it. Wiping out Morathi's Dark Elves is the more challenging prospect; their abundance of Armor Piercing weaponry (melee and ranged) can make early game excursions north particularly brutal. This is made worse by the climate incompatibilities, where growth and replenishment are dramatically hindered. On the other hand, Morathi's capital city does provide some rather significant bonuses to your research, income and public order (reduction of penalties from corruption). Should you choose to go south, you'll have a much easier time and will be able to meet up with several other Lizardmen factions you can trade/confederate with. ====Kroq-Gar==== *'''The Last Defender''' - Starting in the ass-crack of the southeast, Kroq-Gar has a bit of a rough start. His only legendary lord neighbor, Tiktaq'to, is still a veritable hike through Vampire/Tomb King infested deserts and Skaven/Ork-filled mountains. You do have two other generic Lizardmen factions nearby, but they often get wiped out within the first 20 turns by either Vampires, Tomb Kings or Malus Darkblade, if you don't do the job for them. To get to the rest of your Lizard brethren (who actually matter), you're going to have to carve a path of bloody carnage across the literal length of the map. There are a couple of ways to go about it, however. If you focus your efforts, you can shove off the coast above your capital city and take the Dragon Isles province directly to the north. If you head north quickly, you can snag a veritable batch of handy Legendary Lord traits that'll turn Kroq-Gar into a particularly potent duelist and secure a number of relatively isolated, defendable provinces before you press westward. If you'd rather focus on pressing west initially... prepare for the long haul. You'll want to keep a banner army stationed either in Charnel Valley (where Clan Mors starts) or in Devil's Backbone (where the Court of Lybaras starts) to help defend against Ork or potential Dark Elf incursions. ====Tehenhauin==== *'''Lllllet's get ready to RUMBLE!''' - Brace yourself, you're deep in the Lustria-Bowl. Tehenhauin has the roughest start of all your lords, even including Horde-faction Nakai; though he has one potential ally to his immediate south, he has Vampire Coast, Dark Elves, Skaven and expansionist Empire folk surrounding him on all sides. Worse, you're effectively stuck with Skinks for infantry until you can make progress on your Skaven genocide quest. To this end, you're going to want to either focus on pumping out a flood of Skinks or focus on building your Beast Lairs to try to pump out some monstrous units to compensate for your lack of early-game muscle. Taking out the Vampire Coast first is strongly recommended, as not only do they spread vampiric corruption, but all of their settlements will provide you with valuable ports. From there, you can put the screws to the Dark Elves and Skaven to the south and claim some valuable land and sacrifices for Sotek. ====Tiktaq'to==== * Perhaps the most... bland campaign, Tiktaq'to just kind of exists in the middle of the Southlands, caught between some Tomb Kings, a random Empire faction and a fair few crusading Bretonnians. If you want, you can focus on allying with the Tomb Kings initially. They can provide a reasonable source of Trade income and provide a buffer against the burgeoning Greenskin-tide while you clean up the Bretonnians and Empire. Additionally, if you focus on sweeping east, you can get a solid point of entry into Lustria. ====Gor-Rok==== *'''The world is your Itza''' - Despite being solidly in the Lustria-Bowl and being a Saurus-dedicated, exclusive footlord, Gor-Rok is basically guaranteed supremacy due to beginning the game with Lord Kroak ''and'' starting with Itza as his capitol. Tehenhauin will often end up confederating with you pretty early and without much fuss due to the various Lustria-Bowl contenders beating the piss out of him. You'll likely want to focus your initial expansion down south to clear out the Skaven and secure the various resources found on the southeast coastline before pushing north to clear out the Vampires. Once you control the majority of Lustria, you effectively have free reign to set your sights anywhere you feel like conquering. ====Nakai==== * Formerly the most wayward of the Children of the Old Ones, Nakai's start in Albion effectively tries to throw you against the forces of Norsca for a majority of your early-mid game. After some research, he's admittedly geared for it; natural Snow and Chaos Attrition immunity courtesy of your unique tech tree grants Nakai a lot more flexibility for engaging the northern Chaos factions and despite not controlling any of the settlements he captures, the Defenders of the Great Plan generate a ''ton'' of Untainted corruption. Though this won't really benefit you personally much, your allies (or fellow players on Co-Op campaigns) will find traversing the north considerably less threatening. Having said that, due to being a Horde faction, you're perfectly free to just abandon Albion entirely and find new stomping grounds to start your Campaign in. In Immortal Empires he's even more lost, starting in fucking Cathay. But he does get a proper Stegadon as a starting unit so that's a big bonus ====Oxyotl==== *'''Deep in enemy territory''' - Aside Nakai and ''potentially'' Tehenhauin, Oxyotl has the most unique (and arguably best) Campaign. His initial start is a bit rough, being awkwardly sandwiched in the far north between the rapidly confederating Dark Elves to the west and the pugnacious Norscans to the east. Though his universal climate habitability is a (necessary) godsend, he'll find it somewhat difficult to defend and expand his home territory. If you can, try to focus down the Dark Elves once you secure your home province. Oxyotl's particular playstyle actually counters Dark Elves to a degree and if you can nip Malekith in the bud before he confederates the rest of his misbegotten kind, you can spare yourself a late-game headache and get a hell of an infrastructure set up with all the unique building chains found in Naggarond. Just make sure you keep a couple standing armies in the region for the Chaos Invasion. *'''Don't neglect your missions''' - This is because, unless you want to get constant debuffs, buff random enemy armies into the stratosphere or cause the Chaos Invasion to happen way ahead of schedule, Oxyotl's army is going to be consistently busy warping around the map doing missions rather than naturally expanding your home territory. He can warp back to the capitol and any one Silent Sanctum of your choosing freely (which you can establish in any settlement you've laid eyes upon at least once), but only once per turn and he does not regain any of the movement/actions spent prior to the warp. However, many of the missions Oxyotl needs to undertake often involves him razing or capturing enemy settlements, so you'll often find yourself with various holdouts sprinkled across the map. Just make sure that you get a banner army or two to defend your capitol if you can help it; things get ''extremely'' messy once the Chaos Invasion starts. *'''Your Silent Sanctums''' - Your other unique mechanic is a game-changer for the Lizardmen. Functionally, they're similar to Skaven Undercities; you can construct unique buildings to benefit any of your forces within the Region it was established, as well as any other regions neighboring it. This can include granting your forces permanent vision on everything within those regions, a flat 20% upkeep reduction for all of your forces within the area or even a random chance to deal damage to enemy forces happening by. Whenever you amass 8 gems, you can construct a Silent Sanctum in any settlement any of your characters have personally seen. One key function truly unique to Oxyotl is that you can actually construct a building that allows Oxyotl's army to teleport there at will. You can literally teleport a full Stegadon doomstack right next to an enemy faction's capitol city if you so desire. Suffice to say, Silent Sanctums are extremely useful and worth investing in. *'''Take Albion!''' - If you can afford the excursion, send Oxyotl or a generic banner army south to Albion and claim it. Several unique buildings in Konquata provide rather substantial financial boons and, especially when coupled with a specially kitted out Silent Sanctum, can serve as a rapid recruitment center for your efforts in the Old World. You're the only Lizardmen faction within a reasonable distance who can actually make use of these unique buildings and an early capture can prove to be a rather profitable investment for your economy. ===Immortal Empires=== It's here, the biggest Total War map to date, spanning effectively the entire Old World and then some (only a few less than fleshed out regions such as Nippon are excluded). The Lustriabowl has for the most part calmed down, a majority of the non-lizardmen factions have set sail for greener pastures and with the inclusion of the entire southern half of the continent, what factions that remain now have some breathing room. Having said that, this season, it's time for the Southlands Thunderdome to kick off! While Gor-Rok and Tehenhauin can breathe a sigh of relief, Kroq-Gar and Tiktaq'to are now sandwiched in with factions from damn near every walk of (un)life; Vampire Counts, Tomb Kings, Daemons of Khorne and Tzeentch, Dwarfs, Orks, Skaven, High Elves, Empire, Bretonnians, the list goes ON. If you're playing as Gor-Rok, Tehenhauin or even Mazdamundi, don't get too comfortable in Lustria however. Dark Elves in the form of Rakarth have set up shop on the western coast of Lustria, Clan Pestilens has borderline free reign of the south-eastern coastline, Markus Wulfhart continues his colonial ways in northern Lustria alongside his new-found Bretonnian buddy Alberic. The Vampire Coast is, in fact, still infested with the Vampire Coast and a few rogue factions of daemons muck about in central Lustria. Though it won't be ''quite'' as chaotic as before, given the extra breathing room, you'll still need to remain vigilant if you want to kick all the warm-bloods out of your homeland. One notable change is the Rite of Awakening; it no longer costs any gold to use, so once you unlock it, there's ''no'' reason to not immediately use it to spawn in a Slann for your recruitment pool. Enact that shit every single time it pops off cooldown. ====Kroq-Gar==== *'''Scar-Veteran Doomstack Simulator''': Kroq-Gar probably got the biggest buff/change transitioning from Mortal Empires to Immortal Empires among the Lizardmen. The first notable perk is that his faction has been ''heavily'' re-tooled to focus on Saurus; specifically Oldbloods and Scar-Veterans. Faction wide, Saurus Spawning pools now grant additional perks beyond the ability to recruit Saurus units and, at 4th tier, will grant an additional +2 recruit rank for Scar-Veterans. This stacks with both the Humble trait and Star Chambers (which now, unfortunately, can only be constructed in province capitals), letting you ''very'' quickly start cranking out high-ranking Scar-Veterans on Carnosaurs. If that weren't enough, all Scar-Veterans and Oldbloods gain a 30% boost to experience gain and get an extra 1% Weapon Strength per rank they have (capping out at a [[/d/|+50% weapon strength buff at max level]]). The Last Defenders did lose their universal -10% upkeep discounts, but it's slightly made up for since Oldbloods gain a -15% Upkeep reduction for their banner armies, encouraging you to run them as Lords for your more expensive doomstacks. Though by no means should you forsake taking a Slann here and there. :Kroq-Gar himself downgraded some of his personal buffs, comparatively. Gone are the leadership and armor buffs for Stegadons, Bastiladons, Terradons and Carnosaurs. Instead, Saurus and Cold One Riders gain a 25% experience gain buff and his former -50% upkeep reduction for Saurus and Cold One units has simply dropped down to the fairly standard -15% universal upkeep reduction all his Oldblood units get. Much more versatile than before, though. :Speaking of the scaly lizard, he starts on the eastern coast of the Southlands, smack dab above Teclis (for now). Teclis makes for a decent defensive ally if you so wish and a valuable buffer against the southern Chaos forces such as Kairos. Almost invariably, you're going to be forced upwards in your wars; smaller Skaven infest the Kingdom of Beasts province and Khalida is often prone to declaring war against you once you work your way north. Immediately following Khalida, you'll likely draw the ire of Clan Mors and be drawn straight into the Karak Eight-Peaks race, oddly enough. :Should you sail northeast, you can evict Ku'gath from the Dragon Isles for a nice footstep into southern Grand Cathay and the Darklands. Anyone who's played enough of Mortal Empires might be so inspired for a fresh change of scenery. :Heading directly west to meet up with your lizard brethren is also far more tenable, now that you don't need to fight your way through an entire desert's worth of Tomb Kings. You'll still need to secure your starting province, but as the Golden Tower now stands as a convenient mountain pass, you can meet and greet Tiktaq'to extremely early in the campaign. His starting region offers a nice launching point into your ancestral home, where you can ideally encounter Tehenhauin clinging to life on the bottom cape of Lustria. Should you wish to actually expand there for all the unique buildings and legendary lords ripe for confederation, you'll need to make sure you don't neglect your Southlands homelands. ====Mazdamundi==== *'''Immortal Empires''' - Probably the biggest change from TWWH2 is the expansion of Lustria and the separation of North and South <s>America</s> Lustria. Warhammer Mexico has been tweaked a little bit, with Skeggi and the coast being their own province. Skeggi is more challenging now since they can spam Marauder Champions, meaning you'll be tied up with them a bit more than before. **Cylostra is now further north, next to Alith Anar, but you'll still have to deal with Rakarth, Wulfhart, Bordelaux, and of course, the Awakened. Most of these guys, and especially Rakarth, are packing lots of anti-Large, so you'll want to plan your armies ahead: Carnosaurs and Temple Guard can deal with Rakarth, but you'll want some artillery to deal with Wulfhart. **North of Hexoatl is still the same clusterfuck, and you'll want to appease the Sisters of Twilight so that you're not dealing with a war on two fronts; their AI is stupidly annoying, and they will break non-aggression pacts with you if your relations hover even slightly above neutral. This anon recommends trading any settlements that you capture from Morathi to them in exchange for a fee, which can net you 7-8k in gold and some goodwill. Any settlement north of the Fallen Gates is useless to you anyway, and because Wood Elves have terrible settlement defense, as soon as Morathi takes them back, you can do it all over again and farm gold, allegiance, and positive relations. ====Tehenhauin==== The Cult of Sotek got a minor buff with the reworking of their sacrificial pyramid. Regiments of Renown now unlock normally, while sacrifices can be spent to acquire powerful Blessed units. In addition, the updated character UI makes swapping Tehenhauin's unique banners and ancillaries very convenient and a little more useful. Tehenhauin starts in the southwest corner of Lustria and will need to move fast to prevent Rakarth and Lord Skrolk from getting too established. Generally, Skrolk will expand further and faster, taking most of southern Lustria from the minor faction to your east. Rakarth will have few targets for expansion and will declare war on you fairly early, whereas Skrolk will ignore you until he completes his conquest. However, Skrolk is likely to be easier to defeat early on and taking his territories will give Tehenhauin some safe territory to develop since Gor-Rok will be to your north and there's little to no chance the AI will cross the ocean from the Southlands. Then you can build up the resources you need to defeat Rakarth armies of darkshards and spearmen, which are far more difficult for Tehenhauin's early-game armies to deal with. Humble heroes and skink chiefs on stegadons can be very useful at that point. Once these two threats are dealt with, it's up to you whether you'll finish off the remaining minor factions in Lustria (Spine of Sotek Dwarfs, Tower of Dusk, Bordeleaux Errants, Luthor Harkon) or ally with them to get some unit variety. If you head north, Markus Wulfhart still can't be negotiated with and you'll have to destroy him if you want to reach Hexoatl. You may find it more interesting to head east and reach <s>the Southlands</s> Mordor, where Tiktaqto and Kroq-gar should be clinging to life as the Vermintide bears down on them. But be wary; heading to the Southlands means you'll likely meet Kairos and will need to deal with Changing of the Ways if you don't finish him off. Luckily, his defeat trait is useful for Tehenhauin. Alternatively, using the new sea lanes will bring you to Grand Cathay and Nakai the Wanderer. Most of the territory available will be yellow, whereas Lustrian and Southlands territories are green, but the areas of Cathay you can conquer/confederate will be almost completely secure from future attack as long as you maintain good relations with Zhao Ming and Meow Ying. Nakai tends to be fairly easy to confederate once you've gotten 3 or more armies, and while he's not a stellar legendary lord he is one of the best fighters available to the lizardmen. Tehenhauin can meet Oxyotl very early in the campaign, however all of Oxyotl's territory will be red. It's probably better to leave him independent rather than confederate him, as the AI cheats will allow him to defeat all the Chaos factions in the Southern Chaos Wastes far more easily than the player can, and none of that territory is worth anything to the Cult of Sotek. Of course, this could all be a moot point considering how hard it is to confederate Lizardmen in general. [[Category:Total Warhammer]] {{Total War Warhammer Tactics}}
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