Warhammer/Tactics/8th Edition/Lizardmen

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Why Play Lizardmen

Let's face it, because you like Dinosaurs and you like great looking models. Lizardmen Core is extremely good. Saurus being tough and hard-hitting, Skinks filling many roles, acting as charge redirectors, harassing, shooting, scouting. Their elite infantry, Temple Guard, are complete murder in large packs and will roll over any infantry except the strongest units of Chaos Warriors. They have diverse and extremely powerful monsters, one of the best spellcasters in the entire game and Saurus characters are perfectly designed to destroy enemy Lords and Heroes in a quick, confusing and bloody fight, all the while riding a T-Rex or a raptor.

Lizardmen used to dominate by sheer magic power, as Slann were incredibly overpowered, stealing the light from the mainstay of a good Lizardmen army: infantry that simply refuses to run away and deals terrible damage.

Most Lizardmen units benefit from one or more of the following awesome special rules:

  • Cold-Blooded: All Lizardmen units can roll three dice and choose the two lowest for Leadership tests.
  • Scaly Skin: This is an Armour Save of some description, which combines with other armour. Most models have the 5+ version, but a few have 4+. Skinks now do gain a 6+ Scaly Skin which is a nice buff considering they went down in Leadership.
  • Predatory Fighters: Most Saurus and Kroxigors gain this new rule which allows them to gain more attacks by rolling 6's to hit. The downside is that these extra 6'es don't generate further attacks and the unit must Pursue unless there is a Skink Character within 6". Luckily they don't have to Overrun so there are very few downsides to this special rule. Thanks blessed Vetock. Be warned that this rule affects Temple Guard, which might drag a Slann Mage-Priest with them into a trap!
  • Aquatic: Skinks have Marsh and River Strider, gain the ability to become Steadfast in that terrain, and gain a -1 to hit against shooting. A great way to use the terrain to your advantage for flanking and general disruption while not getting bogged down (I see what you did there) in terrain.

Last but not least, Lizardmen are one of the greatest sights in the game because they usually consist of very colourful units, the minis are great with almost no exception, and the mix of reptilian Aztecs with giant blood-hungry dinosaurs is the tightest shit ever.

Unit Analysis

Lords & Heroes

Named Characters

Note: Under the current edition, named characters tend to be overpriced. You can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.

  • Lord Kroak: Story wise, he used to be the World's greatest magician, but then after a few thousand years or so he became a super-powerful corpse attached to a Magic Throne. He has a raft of special rules, including Unbreakable, Causes Fear, a 3+ Ward Save, -1 To Hit for any normal attacks directed at him, and the very powerful spell Deliverance of Itza. However, he's 400 points, only knows that one spell, and is Flammable. Although fluffy and occasionally fun, you're almost always better off with an ordinary Slann (although he can make an awesome Counts As Mage Priest). Incidentally with The End Times Kroak can now take the Lore of Undeath, since it says that ALL wizards can generate spells from it (and with him being dead himself you can certainly argue he's more in tune with Death Magic than most Necromancers), so now he has a proper lore again! Though this is probably going to be FAQ'd out pretty soon.
  • Lord Mazdamundi: Currently the most powerful Mage Priest, Mazdamundi rides a Stegadon. Like Lord Kroak, he has a massive raft of rules: four Slann disciplines, Stubborn, a 4+ Ward Save, Loremaster in any lore he wants, Always Strikes First with Strength 5 Poisoned attacks, destroys other magic items, owns a Battle Standard, and a mount that has a 2+ Scaly Skin save and grants Mazdamundi a 2+ armor save. If the Stegadon is killed, he can still use his Palanquin to move around. Yes, Mazdamundi sounds pretty awesome, but he costs a whopping 780 points, meaning he's impractical in all but the biggest battles. He also lost some of his godly 7th ed rules such an unlimited amount of dice when casting, a super-powerful spell, and the ability to re-roll Miscasts. Also his supposedly awesome weapon hits at WS2. To make matters worse, Zlaqq, his Stegadon, described as the biggest in Hexoatl (the most militarized City, with entire herds of them) has the profile of a normal Ancient Stegadon. It doesn't even get Sharpened Horns (Impact Hits causing D3 wounds) or Devastating Charge. Overall grossly overpriced for what he does, and this is sad since he is supposed to be one of, if not the, strongest wizard alive.
  • Kroq-Gar: The pinnacle of Saurus carnage, mounted on the pinnacle of giant predators, all this represented by a wonderful model. Fluff-wise, Kroq-Gar is the absolute perfection of the Saurus race. One of the greatest warriors currently alive and simply the one you can trust to protect Lustria against invaders. Among his accomplishments are: fighting an unending horde of Daemons for 1000 years, being 8000 years old and still one of the best warriors of his entire species, being the sole survivor of a destroyed city, being entrusted to lead the crusade against Chaos by Lord Mazdamundi himself, and much more. He rides Grymloq, a massive Carnosaur, and together they pack a 5+ Ward Save. If Kroq-Gar or his mount is killed, the surviving one gets Frenzy. His spear gives him +1S on the Charge and deals two Wounds for the price of one (and he has 5 Attacks). For unknown reasons, despite millennia of fighting and winning against every kind of foe and being the strongest Saurus alive, he is still WS6. His Hand of the Gods is a Bound Spell casting 'Light of Shem' from the Lore of Light. Grymloq is also the only named mount to retain an improved stat line over 'basic' mounts in the Lizardmen book. However, the same problem as Lord Mazdamundi apply: at 520 pts, he is restricted to large battles, and Grymloq cannot have any of the upgrades normal Carnosaurs have. He doesn't even have the Blood Frenzy rule (unending Frenzy after causing the loss of 1 hp) which is standard on the basic version.
  • Chakax: Once upon a time, Chakax choked a Daemon Prince with his bare hands, fought hundreds of wild jungle creatures for 2 days straight, guarded his unconscious Mage-Priest for weeks in the middle of the jungle, etc. When both he and a Slann are in a unit of Temple Guards, the whole unit becomes Unbreakable (until one of the two is killed). At the beginning of the Close Combat Phase, his mace forces the enemy to reveal all their Magic Items, and if he hits with it, he destroys a random one on a 5+ (only one roll per turn, alas). When fighting in a Challenge his Key grants him a 5+ Ward Save and afflicts his opponent with the Always Strikes Last rule, but since he shares it too (his weapon being basically a magical Great Weapon) and is only I3 he is not very likely to hit first, while his Mask prevents enemy Scouts from being placed within 20" of Chakax, and forces the enemy to revealed all hidden units when they are within 20" of Chakax (Skaven assassins, Night Goblin fanatics, etc.). Best used for defense, but unfortunately not very useful otherwise. Overall the worst named character in this book.
  • Gor-Rok: Gor is his name, Gore is his game, and oh Old Ones, he Rocks at it. If you're making a model of him and at least one half of him isn't drenched in blood, you are doing it wrong. He is Stubborn, rerolls failed To Hit rolls (generating Predatory Fighter attacks on a 5+) and can ignore Killing Blow, Heroic Killing Blow and Multiple Wounds on a 2+, losing only 1 Wound if successful. Units charging him have to take Dangerous Terrain tests with a -1 modifier. At a new and improved cost of 185 points, he is interesting even in small games where he can hold your main line, while he can make a pack of Saurus really fearsome in larger battles. This is a character you want to put in a larger unit and wait for the enemy to charge. Very resistant, with T6 and an Armour Save of 2+, he is the perfect guy to take and hand out Challenges. However, he only has 2 Wounds, making him too frail to fight strong characters by himself. A lesser Gor-Rok can be emulated by spending 40 points on Sacred Helm of Itza on a Scar-Vet or Oldblood.
  • Tehenhauin: The cheapest Lord the Lizardmen have (at 230pts), he is a Level 3 Wizard who uses the Lore of Beasts, is Immune to Poison, Unbreakable, has Poisoned Attacks, gains +1S on the turn he charges, has a 5+ ward save, and he makes all Skinks (and only skinks, not Mounts, Kroxigors in Skink units, etc.) hate Skaven. He rides a Tide of Serpents but can ride an Ancient Stegadon with an Engine of the Gods (for a bonus 280pts) like any normal Skink Priest. Though of little interest in most scenarios, he is a must-have in an all-Skink army or when fighting a Skaven army.
  • Tetto'Eko: The only Skink Priest to ride a Palanquin, he is a Level 2 Lore of Heavens Loremaster. He can be accompanied by Skinks like Slann with their Temple Guard and can predict the future. In short, a buffed-up Skink Priest but without the upgrades or mount. When he is present, he lets you roll a D6 at the start of your turn: on a roll of a 1 you have to reroll all your 6's when casting, 2+ lets you reroll all 1's when casting. Not only do your casters get to reroll their 1's, this also affect the magic machines carried by Stegadons and Bastilladons, which improves them ten-fold. After deployment but before determining who gets the first turn, you may Vanguard D3 of your units because of his ability to predict the future. This may allow you to get your Stegadons and Carnosaurs into your opponent's face right off the bat, possibly avoiding a round of artillery fire. If Tetto'Eko successfully casts the spell Comet of Cassandora, you may re-roll the dice at the start of each player Magic Phase to see if the comet arrives. His Palanquin gives him a 5+ Ward Save. In short: he is the missing link between the Skink Priest and the Slann. In larger battles, a Slann is more interesting, but because he is a Hero you could run both. His very reasonable point cost combined with always useful abilities make him (arguably) the best named character in the book.
  • Tiktaq'To: A silly name, but a balanced character. Anyone shooting at him or his unit suffers an additional -1 To-hit, he has a 6+ Ward Save and Magic Resistance (1) as protection. His blade ignores Armour Saves and the unit he is with can perform a sort of Deep-Strike. He is as useful as a Skink special character can get. He can also upgrade a unit of Terradon Riders to have Ambush. However, thanks to the 8th Edition BRB, Flying Characters CANNOT join Flying Units, so he's fucked. In 7th, there was a special rule for Terradons allowing Characters to join Flying Units. It's no longer there. One can assume that it's changed in 9th (and thus written as such) or was assumed he could join but others could not (his special rule says him AND his unit benefit from it. He can join units).
  • Oxyotl: Fluff-wise, like Kroq-Gar, Oxyotl belongs in the incredibly tough 8000 years survivors category, as he spent millenia in the Chaos Realms assassinating Greater Daemons before finding his way back to the normal world. On the tabletop however, he is nothing impressive. His only tricks being Sniper and a blowpipe that fires 3 times a turn instead of 2. He may be the cheapest Special Character the Lizardmen have at 160pts, but he is still only useful in small battles, where he is in fact devastating. In larger games, he does not perform anything a unit of normal Chameleons cannot do.
Alternative: No- what about VS VCs and TKs? Then the Sniper rule comes into play. Level 4 Necromancer- stay still then, at 6" shoot 3 shots- these need 4s to hit and are Poisoned on 5+. Watch your opponent cry as this orange devil runs around sniping characters until they waste time in killing him- like normal Skink but better.

Generic Characters

Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.

  • Slann Mage-Priest: Big Pappa Toad, the core of most armies.
    • The good: a Slann is a powerful Level 4 caster with an in-built 4+ Ward Save and can be both general and BSB at the same time. It has the ability to ignore terrain and is never considered on foot while still being Infantry, has five Wounds, the ability to swap spells with other Slann and to cast through friendly Skink Priest models. He also has a lot of synergy with Temple Guard: units joined by a Slann are Stubborn, Immune to Psychology, and allow the Slann to auto-pass Look Out Sir! Additionally, since he is fielded in the second rank rather than the first he is never going to be involved in actual combat and can cast spells even while his unit is busy fighting in melee. A choice of Disciplines (see below) helps to make Slann one of the best generic wizards of the game.
    • The bad: being the BSB means he drops dead if his unit flees from combat. Thankfully in a TG block and with the Banner of Discipline this is highly unlikely to happen. While TG benefit defensively from teaming up with a slann (and so does the slann itself) they also lose on the offensive side as the slann replaces two Guards on the second rank, and the Slann's meager single attack carried out by a skink retainer is pretty pitiful.
    • The ugly: sporting a pricetag of 300 fucking point vanilla, he is among the most expensive lords vanilla, and Magic Items and Disciplines only worsen the situation. Mind you, he still does repay every single point you invest on it: most notably be comes stock with a 4+ saves, which you would otherwise need to grab with an expensive amulet, putting his effective points cost to 250.


  • DISCIPLINES
    • Reservoir of Eldritch Energy: Can carry over an extra Dispel Dice on the roll of a 2+ to next Magic Phase. Nifty and cheap at 20 points. Though not a first pick, it is a close second.
    • Soul of Stone: Can add or subtract 1 to the Miscast Table results. Will save your life sometimes but not that awesome. Still, it is only 25 points.
    • Becalming Cogitation: Re-rolls its first failed dispel attempt in each Magic phase. Cheap at 25 points and good pick.
    • Wandering Deliberations: Can learn Signature Spells from all 8 battle lores. Can't use with the Loremaster one. The eight signatures are nothing to sneeze at and each of them benefits from the Lore Attribute. It is kinda sad that we need to spend 30 points on this while a level 2 High Elf Lord with Combat Lord stats has it by default, though. If playing The End Times just take this because with the new rules it will allow your Slann to know every spell of the eight battle lores (confirmed for the Loremaster of Hoeth so no reason to doubt it will work for the Slann). Yes, you heard right: for 30 points you get 64 spells (7 from each lore + each of the End Times spells for the BRB lores) and 4d6 dice from the powered-up Winds of Magic rolls. Good luck finding anyone who wants to talk about the End Times nowadays, though.
    • Harmonic Convergence: Roll two additional dice whenever attempting to Channel Power or Dispel dice. Nothing impressive until you notice the existence of Channeling Staff: suddenly you are Channeling three times a turn on a 5+. 30 points (plus 15 for the staff) rarely tasted so good.
    • The Harrowing Scrutiny: Slann causes Terror. Meh... 30 points of overpriced garbage. Take the Shrieking Blade for 10 points and get Fear instead. While it can be very good when facing low LD tarpits and chaff, as it means they might run away and not bog down your TG bunker, skink spam is already good enough at keeping things you don't want near your TG away from them.
    • Transcendent Healing: Roll a d6 for each wound Slann has lost. On a 6 he regains it. Not bad, but not reliable enough to be good at 30 points.
    • Unfathomable Presence: Can get Magic Resistance D3 each Magic Phase. Skip this one. If you are willing to spend 30 points on this you'd better pay the same 30 for MR2 with Obsidian Amulet and get the 2+ Save against spells, unless you truly need that Dragonbane Gem on your Slann.
    • Focus of Mystery: Becomes a Loremaster in High Magic. Can't use with the Signature Spell one. Are 35 points worth it? High Magic is a great lore that can do a bit of everything. Has two Signatures (you get both of them with this Discipline, obviously) so you get a grand total of eight spells. Great synergy with the Lizardmen army and don't forget its awesome Lore Attribute, Contemplation, that lets you forget a High magic spell after you cast it and roll for a new one on any other lore, which carries its Lore Attribute with it and can be swapped for the Signature. You can swap your less useful spells and tailor your list to better suit the situation during the game, so yes, it is absolutely worth it. Overall one of the best Disciplines, even more so now that Slann can't Loremaster any other lore.
    • Higher State of Consciousness: Slann becomes Ethereal and Unstable but can't join units. Costs as much as two other Disciplines, clocking in at 60 points, so take it only if you are absolutely positively sure about what the fuck you are doing. Used to be popular in 7th edition, but has not been seen around much lately. Can be deadly to your Slann, as losing combat will cause unsaveable Wounds.


  • Saurus Oldblood: Killing machine, specialized in wiping units for breakfast with his 5 str 5 attacks and predatory fighter. Can ride a Cold One or a Carnosaur. Given how expensive a Slann is, he shows up in smaller battles as a general or in larger battles as a second Lord choice. Old Bloods have a 4+ Scaly Skin by default and a lot of Attacks before you buy any upgrades. However, these upgrades are expensive: the Carnosaur alone costs almost as much as a naked Slann (and the figurines themselves are not cheap either): the main downside is how hard it is to use both an Old Blood on Carnosaur and a Slann, because of their cost. One bad cannonball and you're down around 400 points. While excellent in all other fighting aspects, Oldbloods suffer from a low WS of 6 which could cause one to suffer in a challenge against a duelist character. Consider investing in the sword of striking or the fencer's blades to shore his hitting rates up. Since Oldbloods have a natural 4+ armor save, taking the glittering scales is also adviced in conjuction with a cold one and the talisman of preservation will also make for an extremely hardy lizard.
  • Saurus Scar Veteran: A lesser Old Blood at an affordable price. He can now even ride a Carnosaur. It still dishes out that Saurus melee butchery that makes people cry and it can ride a Cold One if you want him mounted but don't have enough points to take a Carnosaur. If your Slann is not your BSB, a Scar Vet can and take a magical banner. In larger games where you can afford a few Scar Vets (or a a couple of them and an Old Blood), equip them and use them like missiles: send a kitted-out Scar Vet after one thing and watch it get maimed. In smaller games they're more useful sitting in Saurus units to chew through infantry. Solid choice as a General at low level games and good in larger battles for supplementary killing power. If you take a Slann and a Scar Vet, you can have a very nice combo: a Carnosaur and your magical toad!
  • Skink Chief: Cheaper now and with more mounted options this guy is a little more viable. Either take this guy mounted as he's way too soft compared to the Saurus characters, and Skinks in general suck as proper ranked units, or send him off skirmishing on foot. Can take Stegadons, Ancient Stegadons and Terradons as mounts, prividing a sizeable boost to their ranged offence. On a Terradon it can do some good character hunting and screw warmachine crews, as well as provide a Leadership buff to that Terradon unit, but it means your general should be someone else. Not a solid General choice but nice as a supporting character and a means to getting another big dinosaur on the table. Like the Scar Vet, he can be the BSB. You could use him against an opponent for tying down a monster- 5 dead Skinks a turn isn't much and tying down a 250pt model for 4 turns is surely worth 145 points (20 Skinks + Chief).
  • Skink Priest: Good low-level Wizard. Can act as a range extender for Slann allowing them to send Magic Missiles or Direct Damage spells as if the Slann was where the Priest is standing. Can take the Engine of the Gods if mounted on a Stegadon, which makes a combination of a killing machine, maximum safety for the character and very powerful support to nearby units. They're limited to the Lores of the Heavens and Beasts but they have enough Magic Items to maximize their usage. They support the Slann or are used in large numbers to spam spells down the enemy's throat. Do not underestimate them as they have access to Comet Of Cassandora and Lizardmen are the only army that can reliably spam that spell. Wyssan's Wildform is a spell tailor-made for making Lizardmen rape machines. As of The End Times, they can also technically take Undeath. While rather jank overall, finding an extra unit of disposable chaff or archers can always be handy, not to mention surprising.

Core Units

  • Skinks: Cheap and spammable light infantry. Kroxigors can be taken in the second rank of the unit and are allowed to attack normally over the front rank of Skinks. This gets some heavy hitters in there. Overall, Skink units are a good place to put these thugs. They have a higher Ld and pass on the effect of causing Fear to the unit. Despite weak (native) Leadership and terrible Toughness, Skinks can be surprisingly effective against non-elite infantry and cavalry for one turn, in part thanks to their relatively high Initative. Stand and Shoot combined with the Poison rule enables their shooting attacks to auto wound. However, Skink Cohorts can be upgraded to have Poisoned melee attacks. Cohorts are not bad with this as Javelins can be shot thrown before going into melee. The price you're paying is incredibly low for what they can do. Most any army comp is benefitted by a bare bones unit or two of these little guys, or their commando brothers below.
  • Skink Skirmishers: Can keep the javelin and shields, or replace them with blowpipes. Both have their pros and cons- 'pipes are longer ranged and multiple poisoned shots are devastating, but javelins are quick to fire which greatly bolsters the mobility and threat range of the unit and the shield affords them a much appreciated defensive bonus. Skinks can be great for kiting enemy units and being an all-around thorn in their sides. Put simply, if the Skink Skirmishers manage to inflict wounds on any unit, your opponent will be compelled to either shoot at it, commit a unit to charge it, or try to ignore the damage they're doing. The first option is bad because damage spells and shooting units are overkill against Skink units that size, making it a waste of resources when other, more dangerous units, are around. The second option is bad because most close combat units are significantly more costly than Skinks and are much better suited to stopping/slowing your Saurus bricks from smashing through the battlefield. This gets even worse if the Skinks are able to shoot at the unit prior to the melee and inflict wounds. However, with cheap units like Skaven Clanrats, this is less of an issue, except that large Clanrat units shouldn't chase down half a dozen Skinks, and no one fields those kinds of units with an equivalent cost to your Skinks. With elite units, the problem is further exaggerated because any damage done to the Skinks is pointless. Most elite infantry units run from 12-16 points, and heavy cavalry or monstrous infantry are even more expensive, which means that more than 2 ranged casualties is a lose-lose tradeoff at best. Ignoring the Skinks, as some players do, is even more stupid because that leaves them free to pick off other skirmishers, violate war machine crews, and chip off wounds from other important units or characters. In summary, Skink Skirmishers are suicide units that force bad tradeoffs for the enemy. They'll die when they're attacked, but it's a lose-lose situation, and in the wider context of the battle this leads the opponent to be inefficient with his units. Skink spamming is surprisingly viable at competitive levels, since you can literally flood the battlefield in cheap, fast moving little units with an array of poisoned weapons redirecting, shooting, and irritating your opponent's units to a not-quite-metaphorical death and beautifully supporting your heavy hitting saurus cowboys. If you can get Walk Between Worlds and Hand of Glory off on these, it's funny as you don't technically move them, but go 20" forward- then shoot at BS6 with blowpipes needing 3s to hit- on a unit of 20, 40 poisoned shots brings lulz
  • Saurus Warriors: The backbone of many Lizardmen armies, Saurus Warriors pack a 5+ Scaly Skin save, shields, spears/hand weapons, 2 base Attacks, are Cold Blooded, and are WS3, S4, & T4. When rolling To Hit have a chance of generating more Hits, and they must pursue unless near Skinks. While the unit has some great stats for a hand-to-hand unit, their god-awful Initiative of 1 ensures that they don't leave combat unscathed, and their cost per model, spears included, is higher than just about any other rank-and-file core choice. These two key issues are mostly irrelevant though, because Saurus Warriors are the best fucking brick infantry in the game. Chaos Warriors may be better per model, but they cost a good bit more. Besides, no other faction can field R&F infantry as effective as yours without crippling their army size. Units that engage Saurus Warriors that have the misfortune of getting flanked by another unit of them might as well have never been deployed. Saurus Warriors either smash straight through the enemy lines, or end up in a slow grinding combat that leaves either half a unit of Saurus or a few dazed and bloodstained enemies left, ready to be swept away by the rest of your army. They can realistically tarpit any infantry unit short of Dragon-Ogres and the like, and even they still won't get through cleanly or untouched.

Special Units

  • Jungle Swarms: 35 points per base, minimum 2 per unit. Previously core units, they were rarely seen. They have now been moved to Special and given a few bonuses making them an interesting if specific choice. The great thing about these is that whenever some Jungle Swarms are in base-to-base contact with an enemy unit, all other Lizardmen units fighting this same unit get Poisoned Attacks! Suddenly your Saurus's 6's auto Wound while still generating new attacks through Predatory Fighter. A Shadow lore Slann casting Okkam's Mindrazor on the Jungle Swarms, making their Strength the same number as their Ld value, makes them devastating as they have 10: this gives them 5 attack S10 per swarm base with Poison Attacks.
  • Temple Guard: Improved Saurus. They get light armour and halberds, and are very good at bringing down tough targets with their 2 ws4 sr 5 attacks each. When combined with a Slann (who is no longer forced to join them), they automatically pass Lookout Sir tests, become Immune to Psychology, Stubborn and cause Fear. These guys are easily a must-have if you have a Slann in your army, and are often worth taking even if you don't have a one. They cost a lot more than the Saurus warriors but hit much harder. Remember that due to the way Temple Guards and Slann rank-up, they get relatively few attacks and most combats against rank-and-file will be a slow grind unless you can break the enemy's morale, although luckily their 2 base attacks and predatory fighter can salvage some of it. They do tend to accrue decent static combat resolution - BSB Slann with Banner of Discipline and another Magic Banner is +3 Combat Resolution - a Horde of 30 is another +2, another +1 for Charging and so on - but don't think this means you should waste their time chewing through skavenslaves and trying to break hordes.
  • Cold One Cavalry: Lizardmen cavalry mounted on buffed raptors. They currently get no love because of their high price, making them one of the less cost-effective cavalry option this edition. Cold One Cavalry is in a weird place even regarding their abilities: the rider has a Temple Guard profile with a better Armour Save, as he has no light armour but gets +2 armour points from being mounted on a Cold One. He has no halberd but his spear gives him a +1S on the turn he charges, after which he fights with a normal Saurus Strength but still with better armour than a TG. The Cold One itself has the same profile as a normal Saurus, which means a Cold One rider and his mount are basically a Saurus and a weird TG, cause Fear and move at double speed while having a Stupid mount (which is not too much of a problem thanks to Cold Blooded). Point-wise, they are 30 each without spears, at which point a single one costs more than 2 TG but gets an intermediary profile between 2 Saurus and 1 Saurus + 1 TG. This price factor overshadows anything they can bring to the table as you will generally want more TGs or more Saurus instead of cavalry. They can be extremely useful, but will shine only in specific situation where their speed makes them the perfect hammer to a Saurus unit's anvil. Most people disregard COC entirely and will bring either more infantry or another monster, but these guys are not bad in themselves. A general who knows what he does might decide to field a few of them. However, this will be at the cost of the overall size of the army. Where COC excel is when serving as a delivery system for one or several Scar Veterans or Old Bloods armed to the teeth with magic weapons. They are solid enough to hit hard, soak up damage, and mounted Saurus characters are terrifying. They also provide a flanking unit that can withstand damage.
  • Terradon Riders: Excellent for harassment tactics: hunting warmachine crews, isolated models and skirmishers. Their ability to drop rocks is also handy for softening up something tough before the Saurus or TG can deal the real damage. The ability to drop rocks and the Bola upgrade are interesting and give some punch to a unit which is otherwise quite weak.
  • Ripperdactyl Riders: Competing with Terradon Riders for about the same role on the table, they are 40 pts each (5 more than Terradons) and more combat-oriented: they have Frenzy, but being flying cavalry means you get a free reform at the end of their movement to make sure they point in the direction of something you want to charge anyway. With Armour Piercing and 2 Killing Blow Attacks they are an interesting choice. The Lustrian Bloat Toad allows you to select one enemy unit per Ripperdactyl unit in your army. Against the chosen enemy unit, any Ripperdactyl unit will get an additional D3 Attacks per model generated by Frenzy. Mind you, the Skink riders have WS2, which means they will hit nothing. This make the spear of Rippderdacyl riders a bit useless: the mounts will be dealing the damage.
  • Bastiladons: First unit to receive a 2+ Scaly Skin Armour Save, the Bastiladons only get T5 and will go down quite easily in combats against large infantry blocks. However, Bastiladons are exactly similar to tanks in that you want to use them as support for blocks of infantry. Their true power is in trotting alongside a big block of warriors, protecting their flanks. The +1I bonus of the Solar Engine is nice but only brings normal Saurus to I2, which is not enough to be a game changer. The Chotek spell, however, can really bring some hurt and deals flaming damages, forcing the enemy to either waste dispel dice on it or endure potentially heavy damage. Their second option, the Ark of Sotek, can shoot a weak projectile even when moving or marching, and can generate additional swarms in any Jungle Swarm unit in a 6" radius, which can go beyond the starting number. This is a funny ability but not critical unless you have a good number of swarms.
  • Kroxigors: Giant crocodile-men. They are strong but not numerous enough, and Saurus warriors are a better option as they can absorb more wounds and deal more attacks. That said, they're not a dead unit but will usually serve as support, not as the main hitting force. With a Scaly Skin save of 4+, they're basically in Heavy Armour + Shield and they have S5 and Great Weapons, so that they hit at S7. Kroxigors have 3 Wounds each, 3 Attacks each and cause Fear. Because they are Monstrous Infantry, they can use all 3 of their attacks from the second rank. They can be combined with a Skink Cohort and occupy the second rank, dealing all their attacks. Unfortunately, they can also be attacked even if there is a first rank of Skinks, which means you cannot use the Skinks as shields for them.
  • Chameleon Skinks: Your only Scouts option and great warmachine hunters. Their higher Ballistic Skill allows them to still get Poison on their blowpipe shots, unlike any unit of Skinks which moves. Regular Skink skirmishers require 7's to hit anything outside 6 inches if they move which means no Poison. They have their place in any thematic or fine-tuned army but unfortunately they suffer from "just bringing more skinks".
  • Stegadon: The main Lizardmen monster, it's cheap enough that you can afford to bring it alongside other large threats. Not that warmachines won't be gunning for your Slann since turn 1 anyway. Stegadons are crewed by 5 Skinks with poisoned javelins who also man the Giant Bow (a ballista in all but name), which can shoot even while moving, making it a rather well rounded monster. The Stegadon causes Terror and benefits from a handful of nice rules plus all the things which come with being a Monster, chief among which is the combination of Impact Hits and Thunderstomp. As such their most common role is flanking and hitting a unit that's already engaged in combat, hopefully smashing right through it.

Rare Units

  • Ancient Stegadon: You thought the above was awesome? This guy is tougher, hits harder in combat and does 4D6 blowpipe shots from the giant blowpipes replacing the ballista. Again you will see infantry die with this angry old bastard. Then there is the special version mounted by Skink Priests...
    • Engine of the Gods: In the previous book you were only able to take these as a mount for a Skink Priest, however they can now be taken in the rare section. Taking it replaces the blowpipes, trading away most of the stegadon's firepower. It has 3 different effects:
      • 1. it gives all your units within 6" a 6+ Ward Save. This means you can go with spears on your Saurus, and still have a 6+ Ward Save.
      • 2. it can cast a Bound Spell, that does D6 S4 Flaming hits to units within 4D6. Mostly used for clearing chaff, but is just a nice thing to have in the back pocket although it's murder vs Treekin.
      • 3. each magic phase you can choose 1 lore from the main rulebook, and the Casting Values of all spells in that lore goes down by 1. Nice in a Beast lore Skink Priest spam list, because it will allow you to have an easier time casting Wysans Wildform on your Saurus.
  • Salamander Hunting Packs: You know the dwarven flame cannon? Now it comes with legs! This unit can do some serious damage, and it's good for stopping Regenerating targets; amphibious just like their skink handlers, so moving them into the perfect position is rather easy. The salamanders got changed quite heavily with the new book. First of all they can no longer march and shoot, meaning you probably wont be shooting first turn anymore. Second they no longer give -3 to Armour Saves with their shooting attack, but it instead got strength 4. Bring enough of them and they can halve a unit's size with a single shot.
  • Razordon Hunting Packs: The organ gun to the Salamander's flame cannon, each of these are able to make an Artillery Die amount of shots with a range of 18" each turn. They can move and shoot but they can no longer march and shoot. They are pretty terribad at hitting, so unless you have a Slann able to buff them with Hand of Glory you won't be hitting with many of the shots. However since they put out such a large amount of shots, at least some of them will hit. Now that there is no limit to the amount you can pack into a single unit, you could take a unit of 8 and just stick them into your enemies face and just dare them charge these guys. Even if he does he will surely come to regret it. Keep in mind that for both hunting pack units, the Skink handlers cannot be targeted by attacks but can dish out a couple of weak attacks back, which has a couple of situational anti-character uses.
  • Troglodon: Ah yes I was wondering what was wasting so much spruce in the new Carnosaurus' kit. 200 points for a good looking model that can't do anything well. It's designed to be useful in any phase but M7 isn't anything to to write home about. Its Magic support is an upgrade you have to pay for that lets the Skink rider channel and it has the same rule that Skink Priests have, Arcane Vassal (Slann can cast through them.)... but it doesn't actually make the rider a wizard, nor you can put a skink priest on top of a Troglodon. The shooting attack is the lamest attempt to make its point cost: 1 S5 poisoned shot with D3 Wounds, with a short range and BS3... You might hit once or twice a game if lucky. In combat it will wilt faster than an erection after seeing goatse: 3 attacks from the beast and 1 from the Skink. The monster is only S/T 5 with a 4+ Scaly Skin save so any S4 infantry can kill it before the Thunderstomp comes. Its Primeval Roar is the only possibly useful thing this unit brings (but you aren't bringing it are you?). Once per game the Troglodon roars and boost all Predatory Fighters within 12" to get extra attacks on a 5+ instead of 6+. Best fielded 4' off the ground in a display case.

Building Your Army

Buying Your Army

As always, the Battalion Box is a good start. It comes with 10 Temple Guard, 20 Saurus Warriors, 8 Cold One Cavalry and 12 Skinks.

After that you will need to buy probably 2 more Saurus Warrior boxes unless you're going light on Saurus due to crippling fear of victory. Also the Skinks you get aren't really enough to run more than a single unit of skirmishers, so buy box of Skinks. The TG are also undersized so you might want to get another box to get them up to strength. This gives you a total of 20 Temple Guard, 52 Saurus Warriors, 8 Cold One Cavalry and 32 Skinks. Mainly this gives you a smattering of units for a lower cost than buying the boxes and the amount you get in the boxed sets will be slightly less than what you need so there is no overflow... or by the sounds of it might just be easier to buy a second Battalion.

  • 2 Battalion: 20 Temple Guard, 40 Saurus Warriors, 16 Cold One Cavalry and 24 Skinks. 132£
  • The other option: 20 Temple Guard, 52 Saurus Warriors, 8 Cold One Cavalry, and 32 Skinks. 152£

Aside: it's a very minor thing, but the Cold One Cavalry sprue has decorative bits that can be used as jungle swarms (2 per 8 CoC, if you can rustle up some bases). So if you want jungle swarms the 2nd Battalion may be better. Also, the excess Cold One Cavalry can be modified into a pair of Scar Vets on Cold Ones. Can give you some cheap hitting power and a way to hit a points limit in your initial games until you figure out what you want to buy to flesh out the army.

Getting a Slann is mandatory. No you can't just say "screw it" even if you never play with it. Not having a Slann will get you laughed at by every neckbeard who hears of your foolishness.

If you want to start an army cheap and build up slowly, buy 1 box of Saurus and convert the 16th one to be something else (eg Scar Vet). This is a small army of about 250 points. After that, buy another box of Saurus unless you want to go all Skink.

Army Composition

They key to winning with lizardmen is learning to make wildly different units work for each other. You'll be probably begin with two infantry blocks- one saurus and one TG to go with your Slann. That said, some people have run succesful lists with literally only skinks and a Slann with saurus cowboys, so there is certainly room for creativity as long as your magic toad sticks around. Securing the magic phase is something the Lizards can and will do if given the chance, so don't be afraid of bringing extra skink mages- cheap and efficient access to Wissan's Wildform plus additional power for the Slann and control over Predatory Fighter's obligatory pursuit- to wrestle control of magic from other casting-intensive armies. Killing their wizards is something you can and must do, and luckily lizardmen have a bevvy of ways to snipe off vulnerable targets. Both your flying units pack a meaty punch and so do chameleons who manage to get a firing lane on an unprotected wizard, but before you start thinking of your specials you really wanna stuff your core allowance (and then some) with skinks. Minimal size skirmisher units flooding the battlefield- so MANY poisoned attacks! Skinks are the proof that there is definitely quality in quantity, and unlike cheap throwaway units like skavenslaves and ungors, your enemy will be forced to recognize the existance of your skinks or pay very dearly for it. A larger size unit can be devastating with walk between worlds, setting up volleys of multiple poisoned shots.

This is the base of the army and there is really little that you'll be forced to add save for one, but if possible two, saurus characters on cold ones. Saurus cowboys are terrifying in a fight, lodging themselve sin a unit's flank like a bunch of extremely obstinate thorns, and work wonders with your skink spam and the blocks of saurus. After this, your go where your heart tells you. More dinos? Carnosaurs and Stegadons of both kinds are terrifying flank units and you can reliably field more monsters than many armies can warmachines. Skinks can pick off the cannons and catapults, but otherwise the same rules as for killing mages apply- get something on it and do it quickly. Even Kroxigors and Cold One Cavalry can be a decent pick, albeit ovecosted, if you need a large, multidamage hammer, and they can work in small flanker units like smaller but less cannonball-attracting hammers.

Salamanders and Razordons are in a weird spot: both work well with supporting skinks- who doesn't- but in different ways. The salamanders lost traction from their glory days of 7th edition, where large units of them rained terror on the battlefield: if you pick them, committ to large packs (4+) and use them to burn large units to the ground, blanketing them with templates. Razordon are more of a defensive unit, but nothing will want to charge a flank defended by these goons.

Magic Items

Yes the Lizardmen have some of the best okay gear available, unfortunately you will pay heavily for that advantage.

Magic Weapons

  • The Blade of Realities: A new version of this and still pricey as hell but now ignoring Ward AND Armour Saves. The only downside is that it now takes up all of a Lord's points for magic items and thus robs you of the ability to take any Ward Saves of your own. As such it should probably be left at home for friendly games. On the other hand, since it means that opponents Lords/Heroes will have to rely on Toughness and Weapon Skill to avoid dying, it means you can use it on an Oldblood to go and destroy a specific target. If you put the Oldblood on a Cold One or Fuck-You-A-Saur, you can get a 1+ Armour Save (4+ Scaly Skin + Shield = 3+ - add the Cold One's or Carnosaur's +2 and you're up to 1+. Light armour can be added in case your mount dies so you stay at 2+). You then head straight for that Lord/Hero and unleash hell. Lore of Life's +2/+4 Toughness will make you even more resilient. Lore of Lights Weapon Skill/Initiative augment means you're going to hit more often. Lore of High Magic Movement/Initiative/Weapon Skill at +D3 is useful, but when you can make it so you improve all three it means your Oldblood and his Mount are going to get there quicker and when they do, they're going to be more likely to hit. +3 Movement will mean 9-10 Movement for the Mounts, +3 Initiative will mean your Oldblood is at Initiative 6 (and 7 if near Solar Gem) and +3 Weapon Skill means hitting at Weapon Skill 9. So, while Elves, Vampire Lords and Chaos Lords will still out-Initiative you (and Elves most likely will get re-rolls too) everything else will be hitting after you or at the same time. With WS9, you're likely to hit (bar specific specific Vampire Lord builds, named Elves and certain Elf and Chaos Lord builds, who will also be around WS9... Also any unit with Fencing Blades) and S5 means you're not too bad when it comes to wounding and since you're packing 5 Attacks, you're very much capable of killing any Lord/Hero in one go (though the likes of Tyrion, it'll be difficult). That's ignoring your Mount and the buff it got from the spells. A T9 Fuck-You-A-Saur is pretty fun. So is one with WS6, especially since it has 5 attacks and each one is D3 Wounds. Being able to smile when you tell your opponent that his Lord/Hero or Special Character can't make any saves would be glorious. The best bit, though, would be against the likes of Malekith, who has a 2+ Armour Save (when on mount) and 2+ Ward Save (against non-magical attacks) or against 1+ Armour Save and 3+ Ward Save Chaos Lords. All those points, wasted as you cleave through them. However, many people won't take named characters or spend so many points on a Lord, so the Blade of Realities has very limited uses in competitive play. However, against WAAC's in friendly games, it's delicious. Try this with a Slann just for the lulz (only once though). Laugh as you chew through tanks and still have a Ward Save!
  • The Piranha Blade: Still a little bit expensive but now getting the bonus of reducing enemy armour. Against monster and Heroes probably a good idea but a hefty price to pay. Although as the Armour Piercing stacks on Impact Hits this item should be used on an Oldblood with the Stegadon Helm on a Carnosaur with Swiftstride. This combo is fucking hilarious, and leaves some points for other magic items.
Another use is to give it to a Scar Vet on foot and challenge as it allows you to rack up the combat bonus with Overkill. With only 4 attacks you have the potential to get one Wound to kill the champ and the +5 Overkill bonus for a total of +6 to combat res. Pretty good for only 4 attacks. On average you'll get around +4ish which is still like Hitting and Wounding AND having your opponent fail all saves.

Magic Armour

  • Sacred Stegadon Helm of Itza: The only Magic Armour the Lizardmen get but what an armour! For its bonus to Toughness and Impact Hits it's fricking cheap and your Saurus can also play mini-Minotaur on a Carnosaur for the lulz. For those who don't know, it gives +1 to Armour Save, +1 Toughness AND +D3 Impact Hits. Impact hits don't benefit from your weapon though. Your weapons stats only affect you when striking with it.

Enchanted Items

  • The Cloak of Feathers: Yes, the same old thing that was in the Codex Armybook for like 10 editions. Still makes a flying Skink but now with a little bonus of some extra Magic Resistance. As it's cheap, you can use it to get the Priest in nice positions for the Arcane Vassal rule to help get in range for the shorter ranged spells a Slann may have.
  • The Horn of Kygor: A musical instrument carved from a long dead dinosaur. When your Hero blows it, all Monsters and Beasts in your army within range, will gain the Frenzy rule for one turn. As it will not affect the riders and is extremely expensive for a One Use Only item that does fairly little, it's best to leave this at home.
  • The Egg of Quango: Again a little dinosaur souvenir, but this still has life in it. You can summon the ancient dinosaur from its egg and with a little luck (on a 4+) he will clobber your enemies. As a One Use Only and requiring quite a bit of luck this should probably be left at home, but when you like dinosaurs (and that's why you're playing Lizardmen) then it's not bad. Although if it doesn't get so lucky, the poor bird inside dies :'( While it's 'fun' it's also rather silly. The whole point of the Quango was that it was some rare, mystical creature which could change the outcome of the War against Chaos, with Mazamundi deciding when it should be opened... He's decided it is now and it doesn't do anything to help the War in terms of fluff. But it is an amusing item.

Arcane Items

  • Cube of Darkness: Basically a 5 point more expensive Dispel Scroll that works on a 2+. In addition, you roll a die for each Remains In Play spell on the board (including your own) and on a 2+ it ends. After taking a Dispel Scroll this is a near "must take" (if you can). Be careful as this item, by RAW, can dispel also your spells!
  • Plaque of Dominion: A Bound Spell that makes enemy mages Stupid. If your opponent has his mage parked within range of a General/BSB leave this at home. If not... probably still leave it at home. Dispel Scroll first, Cube second.

Magic Standards

  • Skavenpelt Banner: This banner grants the Frenzy and Hatred (Skaven) rules, and all other Skaven gain Hatred when attacking the bearer. As it is more than 50 points this banner can only be used on the BSB, and taking a Magic Banner on a BSB is a shitty idea as he can't take any other magic items for protection. Except the Slann, who can take much better banners at a cheaper price (e.g. Banner of Discipline) and still take magic items. Skip this item as a smart general will have you're unit chasing chaff as they are frenzied: 3 attacks per model will let you have a stupid amount of fun with your Temple Guard, however, the mandatory Overrun will screw over your deathstar if your opponent has any sort of chaff unit, or even a unit they don't mind feeding to the blender (which I really cannot imagine being fielded by Skaven, /irony). Also, if you lose combat you may not run, but your BSB is now holding 65 Points of Hatred(Skaven). Fun, but certainly not worth it.
  • Jaguar Standard: Just cheap enough to be used by a unit of Temple Guard, the Jaguar Standard gives the unit Swiftstride. It's an OK choice for a banner but there are others that could probably work better. Nice way to make sure that if the Temple Guard run off after a unit due to their Predatory Fighter rule, they catch and kill whatever fled.

Summary

The ones to seriously consider are Cube of Darkness, Piranha Blade, Stegadon Helm, and perhaps the Cloak of Feathers. For any serious lists, don't bother with the rest though they have their uses.

Magic

Yes please.

Now after the new book, the Lizardmen have gotten High Magic (the High Elf magic) for their Slann. Well not bad at all but the real thing is in the Lore Attribute: Contemplation. It allows you to forget a spell you successfully cast, and generate a new one out of High Magic or any normal Lore. This means you can drop spells you don't need and get new ones. Playing against Daemons? Light magic is there. Fighting against Chaos Knights? There you go: Searing Doom. If not taking High Magic, generally Life is regarded as the best for Slann as it can prevent Miscasts from nuking your Mega-Toad. Plus, who doesn't like Toughness 6 Saurus? Aside from your opponent, I mean. Generally it's best to take a lore based on your opponent's army. Metal and Shadow are pretty good choices. Heavens is a big NO as you already have Skink Priests to cast that one for you. Typically, people opt for either Life or Light, with Life being more popular of a choice.

Lore of Life: While Slann can only be a Loremaster in High Magic as of the most recent Armybook, Life is still awesome but Slann can't count on always having the Throne anymore. Throne of Vines helps make your Slann from killing himself and lets Flesh to Stone buff your Saurus to Toughness 8 (as well as buffing the effectiveness of the other spells)! Finally, Dwellers Below is possibly one of the most ridiculous spells in the game and can nuke entire units with no looking back. Generally this is probably the best of the lores to use for a balanced or defensive list. Remember that any good opponent will packing at least 1 Scroll so never depend on your first Dwellers working. In fact depend on it not working.

Lore of Light: Although Life is probably better in a large tournament game Light can be devastating in Saurus-heavy armies with a Slann in the center. Birona's Timewarp and The Speed of Light are probably the best spells as they make up for the Saurus' low Initiative and mediocre Weapon Skill. The Timewarp will also give you an extra Attack and double the Movement, turning the Saurus into something more akin to Ogres in power (that's 3 attacks and 8 movement by the way) . Best of all is that both of them and their little cousin Pha's Protection (an Augment that will help against shooting and getting hit in combat at a -1 To Hit) can all be cast as 12" bubble buffs that can affect all units, allowing an army with a Slann in the center to be twice as effective. On another note the lore has some pretty good utility spells that can clear chaff (and also get a bonus versus the foul Undead and Daemons) and help stop your opponent from getting dangerous flank charges (The Net of Amyntok). All in all probably the second best lore for Lizards. One other thing to note is if you get some lucky rolling you can cast bubble Speed of Light and Phas Protection. The astute among you will notice that means most core (WS4 and lower) will be hitting your mighty Saurus on 6's. This is obviously huge and the fact that more people don't do this makes me sad.

Lore of Shadow: The Lore Attribute is interesting as it allows the Slann to leave the unit on a succesfull cast.. this will free up space for the TG to pile slightly more damage in, if you really need that boost. On the casting side of things Shadow is the most expensive lore to cast in the game; most of the spells are Hexes that lower the capability of your opponent's units, which can help letting the Saurus survive the brunt of a first combat turn and retaliate safely or even let Skinks tie up an enemy for a long time. And if needs be, lore comes with yet another template spell so...


Lore of High Magic: The signature Lizardmen lore, shared with High Elves(the Slann did teach them how to use magic after all). It is a pretty well balanced Lore for Lizardmen and much better suited for them than for High Elves. Hand of Glory gives +D3 Initiative/Movement/Weapon Skill, with its High Casting option giving +D3 to all of the stats, not just one. This counters Lizardmens average Weapon Skill (Saurus, warmachines created to fight, have WS3, unless they're on a Cold One or are Temple Guard, then you have WS4, Skinks have WS2) and Initiative. The Movement buff is just gravy. This is much better for Lizardmen than High Elves, since High Elves are rocking WS4 on their basic troops, and WS5/WS6 on their Rare/Specials. Walk Between Worlds is also useful for Lizardmen, especially for units such as Fuck-You-A-Saurs, Kroxigors, Cold One Cavalry and, most importantly, Salamanders. This allows you to move into perfect flanking positions, allowing your units to dish out some hurt while the opponent is tar-pitted against Saurus. The Salamanders are perfect for this spell as you can have as many as you want, a unit of 5 Salamanders shooting five S4 Flame Cannon Template shots over a horde of something or a tough unit to weaken them for your Saurus, is golden. Vaul's Unmaking is useful for removing powerful magical items from Lords/Heroes, especially named/special ones. I'm looking at you Tyrion (+3S sword, 1+/4++ Magic Armour, Gem) or Grimgor Ironhide (+2S ASF axe) and so on. The final High Magic spell, Fiery Convocation, is useful as it will constantly cause hits on the unit, regardless of how big it is. That 40 block horde? They all take a hit. It can whittle them down for your units to finish them off.


There are other viable Lores, such as Fire, but you can't get Loremaster any more, making it a bit of a problem. Even with Lore of Life, you're still only getting 4 spells out of 6.

Heads up people! With the new End times Khaine book, Slann are stupidly strong. If they know one spell from a lore then they know the entire lore now! Meaning the signature spell discipline they can take? Yeah, they can know all spells from all the basic lores now... And if they are Loremasters of a lore then they get to Reroll Casting attempts of that lore! So you can stick to High Lore and have a higher chance of casting all the spells you need! And ONE MOOOOORE THING!(Shush Uncle!) When the Slann use the High Magic Lore attribute then the moment they get a spell from a Lore they learn the Entire Lore.


Tactics

There's a school of thought that stipulates that in order to win in WFB you need to be control the most phases in the turn. Lizardmen have magic and combat handed to them, so choosing to not take a Slann is really only useful if you're sure that its power as a magic user is unnecessary in the battle to be played. While we don't have truly dedicated fast moving units or long ranged artillery, we can use the ever powerful skink spam to try and control the movement of our enemy and deal at least a respectable amount of short ranged shooting to facilitate cleanup to our meatier units.

Because of the lack of mobility on Lizardmen units and lack of long-ranged firepower, one should not play defensively. Imagine if Dwarfs lacked their warmachines and ranged units. No one would play Dwarfs because you could shoot the crap out of them for 3-4 turns and then run around behind them and flank the survivors. Lizardmen can't just stand there and shoot. The whole army needs to grind forward. Grind is really the best word here, if you're doing it right you should be making steady progress and crush anything that tries to stall you.

While some units can really move around compared to your Saurus, those units are all either skinks, which means they're dead if your opponent looks at them with raised eyebrows, or fliers (technically also skinks but marginally sturdier), available at premium costs in small units. The exception is Cold One Cavalry which is pretty pricey and therefore will never be fielded in the numbers necessary to play them in a super-effective way. Mathammer: Cold One cav cost 35 points each whereas Saurus cost 11. Saurus on foot get 2 Attacks whereas Cold Ones riders get 3 and 2 of those are at Strength 5 on the charge. They also have M7, a base 2+ Armour Save and 1 extra WS which helps a surprising amount. The big thing is that with 1" bases you reach critical mass very easily. Basically with 210 points you'll get 12 hits from COC against WS3 at S4/5 on the charge and COC won't die easily. 210 points of Saurus gives you 9 hits or 12 with spears if you run them 6 wide which you should at that point cost. All in all COCs are situationally more point cost effective than Saurus, generally against WS3, S3/4 units. Either way it's not unheard to run 5 COC with characters to flank charge an existing combat.

Against mobile armies like Bretonnia, Wood Elves or people who still think cavalry is good, don't wait for the knights or warriors to charge your flanks. Get a Skink skirmisher unit to stand in the way or charge them. Mobile armies will be a pain in the butt, especially if they have ranged cavalry as you will never catch them without carefully noting terrain placement... but on the other hand, water does nothing to stop your skins and you have fast fliers and walk between worlds to even the odds.

Tarpits are something to avoid, even though your Saurus units will probably wipe out the offending unit (unless it's a half decent one like a Hammerer dart with a Dwarf Lord running a 1+ rerollable Armour Save and a 4++ in front or sword and board Grave Guard), it wastes time and options. That said if you do get tarpitted, don't worry. 90% of tarpits won't do much to your Saurus but you can't afford to have your good units tied up doing nothing for the whole game.

The most annoying thing for Lizardmen players has to be Purple Sun of Xereus (just ask my mate Jed). You're marching along, merry as can be, when some poncy spellcaster decides to royally fuck up your plans. Bye-bye to TWO-THIRDS OF YOUR ENTIRE FUCKING ARMY IN ONE GODDAMN PHASE. They'll six-dice it every turn, so either fuck them up before they do the same to you or carry a Dispel Scroll and hope the poncy prick shoves his staff where the Purple Sun doesn't shine. Kill the wizard with the lore of death. Kill it or you die.


Warhammer Fantasy Tactics Articles
General Tactics: Magic Items
Forces of Order: BretonniaDwarfsEmpireHigh ElvesLizardmenWood Elves
Non-Aligned Forces: OgresTomb Kings
Forces of Destruction: BeastmenDaemonsDark ElvesOrcs & GoblinsSkavenVampiresWarriors of ChaosChaos Dwarfs