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Warhammer Lizardmen

Warhammer Lizardmen a race of reptilian humanoids in the Warhammer universe. The term “Lizardmen” covers many living creatures that dwell in Lustria and the Southlands, from the skinks to the mighty Slann.

The Warhammer Lizardmen were created by a god-like race known as the Old Ones, many years before the birth of Elves, Humans, Orks, etc. When the Old Ones first reached the Warhammer World, they moved it closer to a star, to warm it up a bit. Then they brought forth mighty armies which are now known as the Lizardmen to purge the world of anything the Old Ones considered “undesirable”.

For Thousands of years, no army could oppose the Lizardmen. However, there was a great catastrophe. The collapse of the Polar gates caused the forces of Chaos to invade the Warhammer World. The Old Ones left the world at this point, leaving their children unattended. Warhammer Lizardmen fought and fought, eventually defeating the Chaos threat, but at a great cost.

A significant part of the Warhammer Lizardmen race was slain, along with many Slann. Many of their Temple Cities were also destroyed, and the Lizardmen are now a shadow of what they were.

Pretty interesting story, if I do say so myself.


Now, moving on. I love Lizardmen. Maybe that’s because they somewhat resemble Tyranids. I am such a reptilian fanatic. :D They have a great miniature range, from the basic Sarus warrior to the mighty Carnasaur, to the gargantuan Stegadon. They even got Dinos! It looks like that meteor hasn’t struck yet, because you can use two totally different breeds. (Mentioned above)

Warhammer Lizardmen make another great beginner force. They have a well-rounded army, which focuses slightly on their ranged and magical capabilities. However their combat units are nothing to sneeze at. The Carnasaur pack a huge bite, and the Kroxigor can whack even the sturdiest of foes without breaking a sweat. It’s thwacky time!

The Slann of course is the magic god. He can basically glance at something, and it will burst in a shower of flames. This is not the case however, if you are unlucky. (Mine is always drunk and doesn’t do much in the magic phase) He can pick from any lore he wants, and can get up to five spells! Not to mention his added advantages when he casts and dispels…

Now, the Sarus Old blood. He is a very vicious guy, and if you tool him up to the brim, he could be a death-dealing powerhouse. He can even get a nice 1+ save if you put him on a Carnasaur. The only disadvantages is his points cost; with his versatility he can easily become more expensive then a Slann. This is also true with the Sarus Scar veteran.

I won’t go over the skink chief, he just sucks too badly.

The Skink Priest, however, is extremely useful. I can’t offer much advice, because you can use him in so many different ways. From artillery spotting from a Slann, to bringing down comets on enemy artillery and nuking them easily. (Isn’t it funny how the Skink always gets a comet?)

Moving along, to Sarus. These guys form an extremely tough and powerful core unit. I would always take them, just because of the awesomeness factor. They look so cool, and let’s face it. They are a great unit.

Skinks are another unit not to be overlooked. Everyone underestimates those little Einsteins… I can’t tell you how many times a thing twenty times their size fell at their little feet. I find it quite amusing. I usually use them for harassment, and because they are skirmishers, they can easily out-maneuver other units. Kroxigor are also a no-brainer. Take a unit every game. They are a bargain for their points cost and toughness. They move moderately fast compared to other units, and pack a HUGE punch. Strength seven attacks anyone?

Lizardmen Cold ones aren’t the best Calvary, but they are useful nonetheless. They can go where it would take the Sarus months, and can hit like a wall of bricks.

Chameleon skinks are also dead useful, parking them up right in front of a giant and firing like a mad man, killing him.

I am not a huge fan of Terradons, but I never actually used them. Many people had good results with them.

Finally, we got the Stegadon and Salamanders. Stegadons are good if used properly. Otherwise they are actually quite fragile, believe it or not. You got to use them properly. I find that marching until you can get a couple shots off with the bolt-thrower, and then charging and taking advantage of your impact hits being the most effective way to use them. Please prove me wrong.

And the Salamanders. These guys are made of pure win. I can’t tell you how good these guys are. Oh whoops, I misfired. I eat a few skinks. Oh no. And their close combat ability isn’t that bad, either. Run, Shoot, Charge… seems classical.

If I finally motivated you to start Warhammer Lizardmen, check out Games Workshops main page. It contains a MOTHERLOAD of information; even a unit by unit tactica on how to use them, strengths, disadvantages, etc.

Have Fun :)

This guide was made for the older Lizardmen army book. I have the new one, and testing it out to see what works, and I will then update it.


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