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Old 02-20-2008   #1 (permalink)
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Default Advice on Lizardmen

I don't know what it is, but I feel dangerously and inexplicably drawn to the Lizardmen of WFB. I've been a 40k collector for a long time now... almost half my life and I really want to know more about WFB and in particular Lizardmen.

Main points I would like information on:
  • Major differences between WH40k and WFB.
  • Capability as an army, are Lizardmen hard, easy or middling on difficulty of play?
  • Conversion possibilities... Is WYSIWIG as heavily enforced as 40k, less or more?
  • Army Size, Are we talking Tyranid hoard or Ultra Smurf equivalents in army size?
  • Cost. How expensive is it to gather together a core force?
If any of you can answer some or all of these questions I shall be most thankful... I just don't want to start and find out I hate it
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Old 02-20-2008   #2 (permalink)
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Default Re: Advice on Lizardmen

the differences between the two systems aren't too easy to explain. it is a bit like saying what is the difference between cream and cheese - they have things in common but are vastly different overall.

Warhammer focuses more on the ability to outmanuevre your opponent and you need to consider what you use to target what unit a lot more than in 40k - basically because unlike 40k, in the main it isn't kills that determine the combat, it is the combat resolution - and that in itself depends on a number of factors.

Lizardmen aren't too difficult for a new player - they have reasonable armour and hitting power on the saurus warriors, some big guys and the wily little skinks which although not tough can really be a thorn in your opponents side.

another major plus to them is that they take leadership tests on 3d6 and select the best two - something that can really help out in combat.

conversion can be as much or as little as you want it to be - i don't think there is anything in their army which hasn't got at least one miniature representation

army size is difficult as they tend to be slightly larger, but with that in mind it would possibly be the equivelent size of a balanced tau army(?)

just start with a battalion and get a scar vet and skink blister pack - you should have nearly 1k there
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Old 02-20-2008   #3 (permalink)
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Default Re: Advice on Lizardmen

major differences:

Movement is not free as it is in 40k each unit has a movement rate 4" 6" etc and there is no such thing as squad coherency. you are a unit (this is the reason for square bases) your entire unit must be in base contact with each other.

Wheeling is dificult to master as you must get used to measuring in curves.

Lizardmen are along the lines of Necrons pt wise, but if you use lots of skinks more towards IG / Orcs in pts. 2000 pts is your average game.

not hard to learn the system.
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Old 02-20-2008   #4 (permalink)
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Default Re: Advice on Lizardmen

Wfb is alot like 2ed 40k vehicle movement mostly about manuevering turns in advance

the lizard men are really cool models taking alot of their inspiration fromt eh tribes of central america like the incas and mayans
they have 3 major races in their ranks
the Slaan are the kings they look like giant toads and the ride on palaquins(not sure about the spelling but they are carried around on platforms)
they are the strong mages of the army one of the strongest in the game also
the sauruses are upright waliking lizards
they are the meat of the army
the strongest fighters, guards and such
and the skinks
they are sneaky and decent archers
they are the smallest of the lizardmen and i believe they provide a weaker magic user called a shaman
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Old 02-28-2008   #5 (permalink)
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Default Re: Advice on Lizardmen

Even though the responses were far from plentiful I've gone ahead and bought a Saurus Squad and the Codex.
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Old 02-29-2008   #6 (permalink)
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Default Re: Advice on Lizardmen

well congratulations, but why the complaint about response?

you got three answers in quick succession and haven't said a word since so how are we to know what more you want???

this is a 40k forum after all, you would be lucky to get this much response on some other 40k sites!
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Old 02-29-2008   #7 (permalink)
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Default Re: Advice on Lizardmen

this is true.
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Old 02-29-2008   #8 (permalink)
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Default Re: Advice on Lizardmen

oh and here is a good place to leran about the units of lizardmen
Warhammer - Lizardmen
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Old 02-29-2008   #9 (permalink)
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Default Re: Advice on Lizardmen

EDIT: post deleted to hide kenshin's shame!
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Last edited by Drax; 02-29-2008 at 05:24 AM.
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Old 02-29-2008   #10 (permalink)
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Default Re: Advice on Lizardmen

delete it drax!
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Old 02-29-2008   #11 (permalink)
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Default Re: Advice on Lizardmen

For suvivrability, Go two blocks of Saurus and one of Temple Guard if you go Slann or three blocks if no Slann. This is a stable strong resilent base. Sprinkle in some skinks, two maybe three units and salamanders are a must, just too many wonderful option s to not take them. Then figure if you want Krox or a Stegadon or cav.

My standard build that I won a few tournies with was like this.

4th Gen Slann with Diedum and plaque of 2+ ward
Skink priest scroll caddy (two dispel scrolls)
Nike Saurus (Saurus Hero with charm of Jag and Great Weapon and a ward save item)

Temple Guard with War banner

2 x Saurus with shield and spears full cmd (sometimes 15 strong, sometimes 20)

2 units of skinks, one with jav shield to screen the unit of 3 Krox

1 unit of Chameleon skinks

and a Stegadon.

But that is 2250 which is what we play mostly in the NW.
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