Lizardmen are one of the newest armies to come out to buy. Half their models haven't even been made yet they are so new. Being new, means being good, at least in my opinion. Lizardmen have only a few disadvantages. First they have no war machines. Second they have no allies. I only consider them on the 'good' side and not the evil, because it evens things out and that is just the way they are played here. The Slann Mage Priest is the leader of the Lizardmen army. He is probably the best caster in the game. At 550 points, you get a level 4 High Mage, who can have 5 magic items, and has really awesome stats ( 8 wounds! ). Regiments for Lizardmen can be quite good. For instance, the Stegadon is a living chariot with alotta strength and alotta wounds. Terradons also can be good if used right. These flying creatures cause automatic strength 6 hits on whoever they charge first. Salamanders can be nightmares to high armour save regiments. They spit a template of venom which gives no armour saves. The basic Skink costs only 4.5 points I believe, and the basic Saurus Warrior has strength 4 and 2 attacks. In addition to having solid regiments, Lizardmen have scaly skin which always gives them an armour save of 6+ even with a -6 modifier. As well as the cold-blooded rule which lets them roll 3 dice and pick the lowest 2 for all leadership tests. This makes them extremely hard to break. Lizardmen certainly benefit from being a newer army with some nice rules.

Lizardmen have no good cavalry, no allies, no war machines, and no real power on the range side. If you don't mind any of those things, then I'm sure you'll like Lizardmen. They can mess up anyone they go against and have some nasty magic items at their disposal.

 


Lizardmen links:

Why don't you mail me some?

macleod2@ix.netcom.com

 


 

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