Lizardmen was the first army I started to play after our 10 year layoff of Warhammer. Back in 3rd edition there wasnt many models or players of the race, but there was high interest in the oldest race of the warhammer world. Now with 7th in the past and 8 in the present some of the units scene on the battle have changed slightly. A brief breakdown of the Lizardmen can be summed up in one sentence. No matter what army choices you take, you have a good shot at winning. PERIOD! (oh that's a exclamation point after the word period-sarcasm)
Despite the armies ultra low Initiative except for skinks, their toughness and armor saves rival the elites of other armies. One of largest race specifics from high above the Lizardmen is there Cold Blooded Leadership. The gift to roll 3D6 on any leadership test is a huge advantage comparative to any other army. To Slann or not to Slann; is not that big of a question thanks to the engine of the gods. You can have magic defense with the engine and still pack some punch in your magic phase due to the engines powers. The Lizardmen can be competitive in every phase of the game due to their range of units. From Horded skink/kroxigor unit to a pack of devastating salamanders you can strike fear into the belly of a Greater Daemon or bring a proud High Elf Prince to his knees. Over the next weeks I will be breaking down the Lizardmen into their primordial ooze as a guide to the first race of the Old Ones.
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