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Only one ever played out was Kroq-Gar, loved how his starting position so off beaten trail.
With him tho had a lot of fun going saurus heavy from get go, skinks for little range coverage but mainly went for cold ones, cav etc to deal with enemy ranged and the bomb dropping tetradactyl riders
Carnosaurs made for fun mid to late game units as well add little extra omph. Overall tho, enjoyed that one but basically just “point in direction for saurus to clear cut and delete everything” mode.
I think my most fun campaign with lizardmen was doing flyer heavy armies with Tiktakto. That feels like a pretty big departure from how they're regularly played.
Also enjoyed the Nakai campaigns too but I'm one of those weirdos that like the horde gameplay. I like the blessed units and making really powerful heroes riding big dinos. Like you can get regeneration trait on your scar-veteran heroes and throw them on a carnosaur. That's pretty fun for a while.
First off, melee infantry will always be a core component of your army. The idea behind Lizardmen is similar to Dwarfs - high leadership, high defense, usually you win because you outlive the enemy rather than killing them quick if that makes sense. Try to mix regular Saurus with a few spear Saurus (for anti-large defense). Later you will get Temple Guard, which will eventually replace the initial Saurus.
Cavalry is trash, so I'm not even gonna talk about it. They have good stats but are so slow compared to other cav, don't bother with them.
Ranged infantry - in the beginning of your campaign, generally you want a lot of Skink Skirmishers. They do low damage per hit, but they inflict Poison, which is a really powerful debuff. Think of poison as the edge you give to your front line, you debuff the enemy melee and they die easier. Switch targets often.
Another important point about their ranged units is that they should be used as the name implies - skirmishing. No, dear god, not the skirmishing stance (never use that trash), but manually pulling them to flank the enemy. Attack with them from the side and from behind, and not like you would do with say, a classic archer unit. Or keep them in the front until they fire a few volleys, and then move them behind melee and flank, before the enemy reaches them. They are relatively fast. Because they cannot arc their shots, they are better used more similar to how you would use guns -- open space between them and the enemy, avoid placing other units between.
When you have access to Chameleon Skins and can afford it, use 3-4 units of these to *really* destroy enemies from flank position and stealth - take them off fire at will and use them to sneak up on high value targets. Kite often.
Dinos - dinos are the best. Well, not all of them, but early game Solar Engine Bastiladon is a good artillery. Later on, aim for Stegadons, both the Ancient variant and the regular one - these are, in my opinion, the best lizardmen units. Not only will they destroy anything from immense range, but they will also perform well in melee.
Quick difference betweewn Ancient Stega and regular Stega - Ancient variant is to be used in melee from the start, it can fire while moving, while the regular one is artillery (and once the ammo is used up, it's good in melee).
Personally I do not like Carnosaurs, but they are not bad. Salamanders also fulfill a good flank role, but you should only have max 2 of them in your army IMO.
Lizardmen also have great flying units. Terradons are also good in a kiting/skirmishing role, along with bombarding your enemy into oblivion when they are grouped up.
IMO, a good early comp would be - 4-6 Skirms || 2 Spear Saurus || 2-4 Saurus Warriors || 1-2 Scar Veterans || 1 Skink Chief and/or 1 Skink Priest || 1-2 Terradons (Fireleech Bolas) || fill the rest with whatever you like, more Saurus, more Skins. Mix some Chameleon Skinks or some random dinos if you like, but stay away from the cavalry.
Cavalry is a trap, use dinos instead just as you would use cav.
Later replace saurus with Temple Guard, add Stegadons and Skink Oracle and a Life Toad for healing dinos. Add Engine of the Gods for space laser (either the unit itself or hero mount).
Stay away from Dread Saurian - sound cool on paper, but it's actually a bad unit. Since it's so large, not only can it be shot down by enemy missile infantry extremely easily (humongous hitbox, anyone can hit it), but it's so hard to maneuver properly.
Coatl is a good support unit but do not place more than one in your army.
Hope this helps.
No worries! Feel free to ask more specific stuff, I'll try to respond.
Forgot to mention but this sort of applies regardless of Lizardmen or any other race, but the "ideal" composition will vary depending on what faction you're playing.
As a quick example, if you're playing the Big Toad himself, Mazdamundi, in the early game go with fewer Saurus and more Skinks - simply because one of your early enemies will be Skaven and they can outrun and kite your Saurus, it's easier to catch up to them with Skinks.
I, personally, love to use skinks with some Krox as my front line. No saurus infantry.
I agree, lots of good avdice, but, I've always had Kroxigors brutally underperform, and skinks in a frontline? nty. Saurus are fantastic infantry, they're just very slow.
And Skirmish mode may suck now, but for factions like Oxyotl it was clutch before they broke it. You could easily pull apart the enemy army with Oxy's chameleons and skirmish mode would seriously ease the micro.
And carnos- just okay? In hundreds of dino battles since WH2 I've always had them overperform (greatly).
Feel it's also worth mentioning that if you have access to salamanders- probly best not to use them. They're very mediocre. And the dino factions do differ a fair bit, like Tehenhauin you gonna be using plenty of skinks, but otherwise I wouldn't recommend using many of them as they're typically quite unreliable.
Early in the game Saurus infantry can win against just about any other basic infantry so spamming them is not a bad idea. Sprinkle some feral cold ones for flanking and going after missile units and you have a really effective early game.
Where do you go from there? I'd tech into Bastadilions and Stegadons ASAP, for how early you can get them they are incredibly strong at breaking enemy lines, tanking, blobbing enemy infantry, and overal dealing damage. Razordons are a good upgrade to feral cold ones, and give you some flexibility due to being fast, ranged AP units. Salamanders can also be extremely deadly, especially if they fire into blobs of infantry (that's why you use tanky beasts!). BUT, MOST IMPORTANTLY, get skin priests ASAP and make use of their magic. My personal favourite is lore of Heaven, firing comets or chain lightning into infantry blobs that surround your beast units is extremely effective, but lore of beasts can be very effective too with the flock of doom spam and can be a safer option if you focus on infantry instead (avoiding friendly fire).
From here it shouldn't really matter, just make whatever armies feel fun to use! Lizardmen have a lot of units that can be a centerpiece if your army. Also, if you want the best Lizardmen experience I'd recommend using the Grimhammer mod, I personally really like how it balances the lizardmen and emphasizes that they are supposed to be individually way more powerful than your average empire or elf soldier.
Allow me to address some of this, because I think I may have expressed weirdly and there's a bit misunderstoood. First off, of course a lot of these things are subjective more or less. There are many ways to enjoy Lizardmen.
For example, I did not mention Kroxigors because I'm *personally* not their biggest fan, but I have used them occasionally and they are very good.
I only gave an example to use Skinks in a frontline *to fire a few volleys*, then pull them back behind the melee infantry, before the enemy reaches them.
As for skirmish mode, there is a bit of a confusion here as well -- the game's implemented mode, which you have to toggle by pressing a button, I think that is implemented *very* poorly because the game pulls your units back automatically before it has to. If something is chasing you, they will never fire their missiles and just run and stop, run and stop, forever. Better to do it manually, but it's a bit more micro for sure.
Carnosaurs - again I said I *personally* do not really like them. I agree they can be very good, but the reason I think they are only ok is because I usually have 1-2 Scar Veterans in an army, which eventually are mounted on a Carnosaur, so I don't need the extra unit as well. Plus, they go into rampage more often than I'd like.
Salamanders being mediocre, disagree. They're not the best, I know, but I personally enjoy them and have had wonderful results with them, used as flanking and kiting. However, Terradon riders w fireleech bolas are much better and you're probably better off using those instead.
Agreed with what the previous poster said as well, go for magic asap, Lizardmen have some of the most powerful casters in the game. Besides the Skink Priest, I would say that Oracles are really good as well.
Usually my second Lizard army is led by a Life Slann -- Slann are the only ones with access to Life magic for lizards. Since you will probably have *some* large entities, Life Slann is amazing, even if he is alone at first (without any units in his army), and you just tag along with the main one.
And yeah, the skink heroes are great. Wizards that become giant stealth monsters, can't go wrong. And life mage + large things = profit. Think OP gonna have some good lizardings.
Consider trying out Oxy or TTT, if you haven't already.
Stealthy Chameleon Skinks kiting everything all day every day is IMO a lot more fun than the usual LM gameplan, and the missions help make up for the race mechanics. Though I haven't played him in WH3, and I know there were some issues with having to fight some pretty crazy Daemon armies early on; I think they 'fixed' this but still maybe an issue, from memory.
TTT bringing the air force is just a ton of fun. He get's all the flyers by Tier 3 including the Coatl, and I thoroughly enjoy wiping their ranged units then carpet bombing everything to death while laughing like a maniac. No real faction mechanics, but tier 2-3 units being all you need to doomstack means you can play a pretty quick campaign, so the underwhelming mechanics are a bit less of an issue.
Agreed, Lizardmen's Geomantic Web mechanic is kinda boring. I dislike passive faction mechanics like that, and it doesn't bring that much to the table.
If you play as Cult of Sotek however, that faction's mechanics are really good.
As for them being boring generally, depends what you like and how you play them. I usually tend to avoid playing with a huge melee line, because yeah that's kind of boring.
Much more fun to use skirmishing guerrilla tactics, complemented by the powerful LM magic.
Using Kroak to blow up hundreds of rats is extremely fun IMO.
Another thing is, their Melee Attack stat is not that great, so when they fight something of a similar tier, they do not deal that much damage, even if their weapon strength is high. They also tend to get stuck on cheap, defensive units a lot, since they do not have a lot of models.
Their greatest benefit is staying power. High leadership and high unit health. And due to the changes of Primal Instinct, once they get below half health, they actually start to deal more damage.
The Skink+Kroxigor/Sacred Kroxigor combo is solid. Skink Cohorts with Javelins are cheap and deals a good amount of damage quickly against lightly armored targets(including Giants and stuff like that). Kroxigors pack a punch and are difficult to get rid of(and again, have Primal Instinct). They only seem "squishie", if they are fighting unsupported. That is what they Skinks are there for. To absorb some of the damage.
There is a reason why they both have the exact same speed. They are meant to work in tandem and can outmaneuver most other infantry blocks.
That speed also helps chasing routing enemies, which is something the Saurus Warriors have a hard time doing.
Overall, this combo is more flexible than just a line of Saurus Warriors. It is cheaper, has great synergy in terms of skill points and buildings.
A mass army of Skink Cohorts with Javelins can deal with most early game threats and it is easy to add a couple of bigger stuff along the way.
With Saurus, you typically get the unshielded variant first(cheaper, earlier) and phase them out once you get to the shielded version, then again when you want Temple Guards instead. Basically, you end up spending a bunch of extra gold.
As for Cavalry, it depends on which faction you are playing as and what you intend to use them for.
Cold One Spear Riders(especially the blessed version) are a great counter-punch to most enemy cavalry. They are somewhat slow(except the blessed version) and few in numbers, so you dont want them to be caught in a bad engagement roaming the flanks.
You wait until the enemy is engaging other elements of your army, then strike the enemy cav/large target from the flank, lock them in place and grind them down.
Horned Ones can be great if you have a life caster in the army, but they are very expensive to field and require a lot of good micro to make it worth it.
Chameleon skinks are pure gold. Razordon Hunting Packs are pure gold(if you micro them). Both are fast and will cut through most things very quickly or at least be able to kite it around.
Your Heroes will typically end up up a big beast of some kind, so you rarely have to pick those monsters for your army, which saves some money/building tech in terms of pushing for an effective army.
Also, do not disregard the option of flying mounts on Skink heroes. Getting a big Ancient Stegadon on the field is great, but being able to assault the walls during a siege or fly to the enemy artillery to shut them is also a good option to have.
As for the Geomantic web, it is not very exciting but it does two things:
1) It is raw benefit without having to manage anything(other than switching modes around). It is steady and reliable(a theme of the Lizardmen).
2) It gives you clear goals as to where you want to expand, who you might want to ally with and which upgrades you might want to build in your settlements.
The larger you grow, the more potent it all becomes.
You want to reinforce an army? Now you can recruit it cheaper and at a higher rank.
You want your mages to really let lose, well now all your armies have increased magic capacity.
You want a bit more stability, how about a boost to Control and income?
In a way, it works like the Grand Cathay Compass, but on a local scale(can be tweaked to each province) rather than global effect.
The real issue with it, is everything surrounding it. The buildings are uninteresting in terms of value and rather expensive. It would be cool if some of them had a benefit reflected by which mode the commandments were on.
And overall, most of the benefits are situational or weak when you consider that it is "the mechanic" over other factions.
How about increasing the chance of blessed spawnings, depending on which Commandment is active and how strong the effect is?
Alignment of Crafting will increase Skink stuff.
Alignment of Order will increase Temple Guard and Kroxigor.
Alignment of Monument will increase Stegadon, Bastilladon and Carnosaur.
Alignment of War will increase Saurus, Cold One and Horned One.
The chance will have to be very low, since it is per province, but it would still give the player more options and rewards for using it.