Every army book is split into five main sections, each of which deals with a different aspect of the army. Warhammer Armies Lizardmen contains: V i har. Overall the worst named character in this book. Gor-Rok: . Great synergy with the Lizardmen army and don't forget its awesome Lore Attribute. Warhammer Lizardmen Army Book. Warhammer Fantasy - 5th - Army Book - Vampire Counts. Warhammer - 5th Edition - Army Book - Chaos Dwarfs.

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    Lizardmen Army Book

    This page Warhammer Armies Book contains all the rules you need to field a Lizardman army, as well as detailed background information, bestiary. The following is a list of Army Books and Supplements for the various armies released for the . Lizardmen · ISBN , February , 8th Edition Lizardmen Army Book. Warriors of Chaos · ISBN , November. The Lizardmen are a faction in the fictional Warhammer Fantasy setting, and an army in the . In the 7th edition army book, Saurus scaly skin is equivalent to heavy armour. Saurus live for thousands of years - they have never been known to die.

    An Army Book in the Warhammer Fantasy tabletop wargame, is a rules supplement containing information concerning a particular army, environment, or worldwide campaign. Army Books for particular armies were introduced for the fourth edition of the game prior to that all armies were included in the main rulebook. The sixth edition rendered these obsolete. Until superseded by newer versions, the 6th edition and later books remain valid for the newer editions of Warhammer. Games Workshop has also released various expansions over the years, including a siege rules supplement and campaign expansions. Expansions and Supplements may or may not be valid over multiple editions, though generally they cycle similarly to the Army Books. An Army Book normally contains: Background - Information about the race and its place in the Warhammer world. This includes artwork, short stories, maps, timelines and copies of fictional documents. Bestiary - A list of the units, characters and war machines that can be chosen for use in a battle. This includes their characteristic values, information on their weapon options, and any limitations on their use, as well as background information on each unit.

    Warhammer 5th Edition Lizardmen (1997)

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    About Jeremy Vetock. Jeremy Vetock. Other books in the series. Warhammer Army Books 1 - 10 of 48 books. Books by Jeremy Vetock. 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.

    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.

    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 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. 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 the competition of the other Specials which are almost invariably better. Stegadon: The main Lizardmen monster. Few lists do not include a Stegadon, or even several of them.

    Stegadons are crewed by 5 Skinks who man the Giant Bow a ballista in all but name , which can shoot even while moving. The Stegadon causes Terror and benefits from a handful of nice rules plus all the things which come with being a Monster. Rare Units[ edit ] Ancient Stegadon: You thought the above was awesome? This guy is tougher, hits harder in combat and does 4D6 blowpipe shots! 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.

    It has 3 different effects: 1. Mostly used for clearing chaff, but is just a nice thing to have in the back pocket although it's murder vs Dryads.

    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: This unit can do some serious damage, and it's good for stopping Regenerating faggots. 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.

    These guys are absolutely amazing! They can halve a unit's size with a single shot. These things work miracles! Razordon Hunting Packs: 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: What a piece of shit this thing is. 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.

    The shooting attack is the lamest attempt to make its point cost: 1 S5 poisoned shot with D3 Wounds, with a short range and BS 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.

    Its Primeval Roar is the only possibly useful thing this unit brings but you aren't bringing it are you? Best fielded 4' off the ground in a display case. Awesome: I'm in your face turn one with Arcane Vassal spells btw take this, and take the Discipline that grants you all the Signature Spells on your Slann and laugh as you snipe your opponents general with Lore of Death turn one. Its shooting is craptacular yes, but why are you shooting with it?

    This, if enough punch is delivered, will knock seven shades of crap out of most armies, even giving Warriors of Chaos a run for their money. All this pain train for points, oh and its Aquatic for extra lulz. Otherwise it sucks, go with the original opinion Original Opinion: I am pretty sure the "Alternative Opinion" was posted by Vetock himself.

    The Troglodon is terrible. Absolute fail in every phase. He seems to think the Arcane Vassal is good when in fact most spells don't even need it.

    As for his genius tactics of charging flanks with it, well I have been playing Warhammer for years and I can tell you now that it will never survive long enough to hit a flank in combat. Its just points of pure fail. Take an ancient Steg instead. 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. 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 So if you want jungle swarms the 2nd Battalion may be better. 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 points. After that, buy another box of Saurus unless you want to go all Skink.

    Army Composition[ edit ] Some people you know who you are think Lizardmen and specifically Saurus , are a defensive army. This, however, is not true. Take 2 blocks of 30 Saurus, with spears if you're a taker or have Gor-Rok to lead them. These are your main hitting force. Blowpipes used to be better, but now take Lustrian Javelins. Next, your block of Temple Guard. No cheaping out here: these bad boys are gonna keep your Slann safe so may as well go all out. Buy a magic standard, Flaming is always handy in a pinch.

    Then you need to get some support No Flounder or Sebastian up in this shit, hell no! We got lizards who breathe FIRE despite being water dwelling reptiles? Two units of any mix well, however a Razordon is 65 points to a Salamander's 80 points, but now they are S4 so slightly better.

    Use this to hit the enemy, take ranks and warmachines out. They can also flank charge in a pinch use them to chase down. Do all you can to make that hammer blow fall hard and fast. That's your base, now your Slann. Ok here is what you want: Becalming Cogitation, Wandering Deliberations, Reservoir of Eldritch Energy and any other one of your choosing.

    Make the guy a BSB hey, if he's so expensive as is, may as well make him worth it Banner of Discipline ftw! After that it's entirely up to you what to take. Terradons are a good answer to warmachines yet not as good as Ripperdactyls.

    Bastiladons in both forms are only worth their points if you have a specific plan for them, it's not a unit you can plop down and expect it to work wonders i. GW again trying to push the newest box by making its model the cheapest. Bloodcrushers anyone? Just remember if you are only taking units of 30 Saurus in a horde with spears, you won't get any real benefit of the fourth rank so consider taking them 7 across for the added lulz.

    Alternate Opinion[ edit ] Let's start with the Slann. Becalming Cogitation and Reservoir of Eldritch Energy are fine. It seems, however, that our friend who wrote the above and messy composition forgot about High Magic's Lore Attribute, which allows you to forget a spell of High Magic and replace it with one from any of the Eight Battle Magic Lores.

    Lizardmen Army Book by Jeremy Vetock

    These spells will automatically use their associated Lore Attribute and can always be the Signiture spell as per usual spell generation rules. That not only gives a unit a nice Regeneration save which I believe counts as a 'Ward Save' there are some differences - vulnerability to fire damage comes to mind but it also gives the Wizard or any other character in range a Wound back. You can do this for any Lore.

    Wandering Deliberations is also good, as mentioned. Next, as I am sure the above person knows, your General is automatically the character with the highest Leadership. Since Slann have Ld9, that means they are automatically the Army General unless you have more than one Slann or somehow have another Lord with Ld9 or above.

    Oldbloods have Ld8. That means the Slann will have Ld Amazing for casting the Death Lore Signature spell.

    However, the Banner of Discipline also states that the Banner wielder cannot be used for Inspiring Presence. Meaning you have lost the ability to use the Slann to rally. This is a important seeing as many of the Lizardmen units are Ld Coldblooded helps, but is not always sufficient. This gives any Lizardmen under the eyes of a Slann a This is so stupidly good for the price that only an idiot would not take it.

    Next, mixing Razordons and Salamanders is a fun idea, but they are both different firing types. It would therefore be better to keep them separate.

    Warhammer/Tactics/8th Edition/Lizardmen

    Yes, there is the bonus that the Razordons will be able to protect the Salamanders, but it's still a mess. Bastiladons are worth their price. If you take Jungle Swarms, the Ark of Sotek is useful for a chance on a free base every turn, but the key worth is in the Solar Engine.

    The spell is Power Level 3, meaning you need only a 3 to cast it and your opponent needs only a 3 to dispel it. Throw two and you're going to be unlucky to not cast it. The fact you're going to be forcing your opponent to either accept the chance of the spell being powerful and causing damage OR using a couple of dice to dispel it this is idiotic, Bound Spells are shit in 8th ed, and easily dispellable even by a lvl2 mage.

    If they do dispel it, you then simply laugh and use your remaining dice to cast some High Magic or Battle Lore spells which your opponent will struggle to dispel except that they will use the same or even less dice than you used to cast it, since they get their Caster Level bonus to dispel and you do not get it to cast. Making it the true tank it should be why not cast it on a Stegadon instead? Magic Items[ edit ] Yes the Lizardmen have some of the best okay gear available, unfortunately you will pay heavily for that advantage.

    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. 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. That's ignoring your Mount and the buff it got from the spells. So is one with WS6, especially since it has 5 attacks and each one is D3 Wounds.

    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. 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. Pretty good for only 4 attacks.

    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. Impact hits don't benefit from your weapon though.

    Your weapons stats only affect you when striking with it. 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. 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.

    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. 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! If not Dispel Scroll first, Cube second. 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. 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. Alternative Opinion: Ignore the special person who wrote above this. Put it on your Slann and watch 3 Attack Temple Guard madness roll across the field. You don't need to worry about hording with this shizzle as it is the cheese.

    Fun, but certainly not worth it. 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.

    For any serious lists, don't bother with the rest though they have their uses. Remember the BRB also has some nice items. Let us say you have a Slann, what should you buy it? Well, Banner of Discipline is one option, but that still means magic points left! So, what else to get?

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    Seeing as Vetock nerfed the Discipline that gave Magic Resistance 3 to Magic Resistance D3 each turn, it would seem as if there was little in the way of magical protection for your Slann Except there is! For 40 or 45, I forget points, you can buy an Obsidian Lodestone, this gives you Magic Resistance 3 , guaranteed! This means not only do you not need to spend points on the Discipline although it's cheaper but vastly inferior but it means you've always got Magic Resistance 3 and therefore your unit of Temple Guard have it too!

    What else, you ask? Well, it seems as if writers have been slowly changing the way Fear and Terror works. You can now have just one model with the ability and everybody else in the unit has it. Although the BRB says this isn't the case, newer Armybooks are mentioning it. In the case of Lizardmen, it says that models in base contact with a Slann gain the cause Terror or cause Fear rule, so basically the unit causes it. So what does that mean? It means you buy a Shrieking Blade!

    You could buy the Terror Discipline, but it's way more expensive. This is around 55 points or 50, as I said, I forgot. Spend the rest of your points on Cube of Darkness and Dispel Scroll you cannot, just 1 Arcane Item per a character, and you already took the Channeling Staff.

    Magic[ edit ] Yes please. 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. With magic, one of the biggest choices is which Lore for the Slann. 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 Recommended : With the Loremaster discipline on a Slann, and thus allowing you to get every spell from the lore, this is probably the best choice as Earth Blood, Flesh to Stone, and Regrowth keep your warriors in the battle and help mitigate their relatively small numbers.

    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 Recommended : Although Life is probably better in a large tournament game Light can be devastating in Saurus-heavy armies with a Slann in the center.

    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.

    Allowing the Slann to switch with any other character within 24" after a successful casting is a great way of getting him out of combats and switching in an expendable Skink or a fighty Saurus Character assuming you are not in a Temple Guard block where you can't leave the unit 8th Ed book no longer states he must remain or even join TG.

    On the casting side of things Shadow is the most expensive lore to cast in the game which shouldn't be a problem for a Slann with the Discipline of Ruination for the extra Casting Die each spell - no ruination anymore in 8th. Otherwise most of the spells are Hexes that lower the capability of your opponent's units.

    This spell allows you to level the playing field and hopefully start hitting on 3's. Could be okay versus Monsters and keeping your high Armour Saves.

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