The Comprehensive Guide to your Starting Lizardmen Warband
Hello everyone!
This guide is the same kind of guide as the Dwarf Treasure Hunters guide I put up approximately two months ago (
can be found here). If you feel like testing your strength with the Lizards from the foreign lands of Lustria, I will make sure to give your warband that head start you need to win in the end; this requires that you are familiar with the basic rules of the game, along with the warband’s special rules. This guide is intended for the purpose of maxing your number of Saurus Heroes, while having a very hard-hitting backup group of Skinks, however, I will also include a small chapter on how you would play with an ‘all-Skink’ Hero warband; I would not recommend this for competitive purposes, though their potential for Knife-Fighting is not to be laughed at. Bear in mind, that these warband examples are intended for medium to long campaigning and playing, meaning that you’re probably better off looking somewhere else, if you’re going to play a one-shot.
A few things I’d like to note that before listing the warbands are:
Mark of the Old Ones: By far the most valuable of the marks. For 50gc extra you essentially gain a Wound, a guaranteed successful prayer once pr. game or a successful rout test. I would recommend this on both the Priest and the Totem Warrior simply because with a mark like this, they’re very hard to get rid of. When your Totem Warrior gets Step Aside (which should be his first skill), it is basically an extra Wound, since you can make your test and if you fail, you may choose to pass it anyway. This will make your Totem Warrior the greatest tank you can have and you Priest will be even more feared (especially with Chotec’s Wrath).
Kroxigor: After we nerfed the rules for Frenzy in my group (+1 A no matter attacks on profile), a Kroxigor has been less of a choice in my Lizardmen warbands. If you get Tinci’s Rage as a prayer on your Priest, a Kroxigor is the first choice you should make, if you did not do the same as our group with Frenzy. A whooping 6 Attacks on a S6 W3 target is simply not to be messed with, and you’ll find your enemy routing easily the first several games. However, a Kroxigor is mostly a matter of taste, but I will have some suggestions with a Kroxigor in it.
Scaly Skin: The Alpha & Omega of the Lizardmen warband. With Scaly Skin, Shields give them Light Armour at a price of 5gc each. Light Armour gives Saurus Gromril Armour for the price of 25gc (remember that Skinks cannot use Light Armour). I cannot tell how many times I have made armour saves and my opponent has said ‘of course’, simply because for 30gc on a Saurus Hero, you’ll have a 3+ save. This is also why I tend to buy a lot of Shields on my Skinks, unless I know they will be up against a lot of Blackpowder Weapons. Later on, that guaranteed 6+ save is usually more worth with a Buckler and a Spear; more on that later.
Saurus: As noted, I will guide you towards a warband consisting of a Skink Priest & 5 Saurus Heroes (1 Totem Warrior, 4 Braves). This means that Saurus should be invested in and protected. As aforementioned, Shields, Helmets and Light Armour provide an excellent save, and so does Swords. Also, protecting them will give them a bigger chance to ‘Bite’ back, literally, meaning that you will have more attacks on your enemies. This is also why Saurus Heroes are so much better (not to talk about their phenomenal maximum stats), as they will usually get to strike back.
Skink Great Crests: These can be some real jokers. With their skill sets, you are able to get some interesting combinations, as long as you get Weapons Expert. I would always recommend going for Saurus Heroes, but if you’re not in much luck, these can actually be used for something. Skills like Infiltration, Dodge, Great Hunter, Quick Shot, Weapons Expert and some BS, will quickly render you able to take the high ground and raining down Crossbow bolts on your enemies. Keep in mind though, that you will need both Toughness, Wounds and Healing Herbs against a shooty warband; else you can just wave goodbye to these guys. Another fun tactic is two of these with Infiltration, Dodge, Great Hunter, Hunter, Nimble, Leap & Weapons Expert. Equip them with a Blunderbuss (and Hunting Rifle if you can afford it, else Handgun) and Superior Blackpowder. If you get the first turn, leap in and fire two Blunderbusses straight at your opponent. This will probably make them set up a little different next time. Anyway, this is just some fun things you can do with this warband.
Skink Braves: Should you ever get your hand on one of these (you will), going for Knife-Fighter, Dodge, Leap, Trick Shooter, Jump Up and perhaps Lightning Reflexes and Scale Sheer Surfaces with a Telescope, you can also have a lot of fun (unless you didn’t roll Strength, but why wouldn’t you?). Again, Saurus are the main priority and will become killing machines, but Skinks have their moments.
With that in mind, I present to you my first and favorite warband example:
Skink Priest Dagger, (Short Bow,) Shield, Helmet & Mark of the Old Ones
Prayer: All can be used with this setup – you can take a Short Bow depending on what prayer you got
Why: Your Priest is not supposed to go in close combat at any point. He is, however, fragile against shooting. As explained in the Scaly Skin section, the Shields are well worth it.
Saurus Totem Warrior Sword, Shield, Helmet & Mark of the Old Ones
Why: Your Totem Warrior needs maximum protection, however, a Light Armour is still too expensive at this point. Keep him alive in a few games before you really set him loose. When he has both Toughened Hide & Step Aside, he’s hard to kill at range and very hard to kill in melee.
2xSkink Great Crests Short Bow (& Shield)
Why: Your Great Crests are really not worth much. At some point they will have to be exchanged for some real Heroes. But before that time, you might as well use them for something. Skills like Infiltration, Great Hunter, Dodge, Leap will make sure that they stay alive while collecting objectives for you.
2xSaurus Brave Dagger, Shield (& Helmet)
Why: Right now these Saurus are your potential Heroes. Keep them in separate groups and keep them alive. If anything must die, make sure it is Skinks (I am sure you opponent will do their best at slaying Skinks, simply because they go down so easily).
2xSkink Brave Short Bow
Why: These are what you throw out when the going gets tough. If they die, they are easily and cheaply replaced in the beginning. Keep them in one group, but any new ones could go in a new group, so you always have groups of two (because they are the ones supposed to be killed, but you still won’t mind a Lads on one of them, if it comes to that).
Sum up of the warbandHeroes: 4
Henchmen: 4
Total: 8
Rating: 87
Gold remaining: 5/0 (if you went in on items for the Skinks (dependent on your Priest prayer), you’ll have 5gc remaining. If you went for Helmets on the Saurus, you’ll have 0gc left)
Finishing commentsThis warband can easily take a victory, but if the dices are not with you, sacrifice the two Skink Braves and on to the next game. As long as your Heroes survived, all is good. On to the next suggestion with the Kroxigor included:
Skink Priest Dagger & Helmet (since both prayers are out if he gets stunned)
Prayer: Tinci’s Rage or Sotec’s Blessing
Why: This is where your Kroxigor will rock the house, so buff him up. That’s what the Priest is for. Toughness on the Kroxigor is brilliant against shooty warbands, but +1 to hit is also just great.
Saurus Totem Warrior Dagger & Shield
Why: Once again, protect your Totem Warrior. In this setup he doesn’t have Mark of the Old Ones though, so you can go a bit more all in with him (since he’s not as expensive to replace should it come to that).
2xSkink Great Crests Short Bow
Why: Once again, not exactly worth much. Keep them alive, but get some shots in.
Saurus Brave Dagger & Shield
Why: You cannot afford much in this setup due to the Kroxigor, but Saurus Braves are still a priority, so make sure you have at least one with you.
2xSkink Brave Dagger
Why: Again, keep them in the same group; have them killed if things are not going well.
Kroxigor Halberd
Why: This is the reason for all the madness, but he can really be a killing machine, even vs. T4 guys, whom he will still wound on 2+.
Sum up of the warbandHeroes: 4
Henchmen: 3
Total: 7
Rating: 97
Gold remaining: 0
Finishing commentsThis warband has some real potential, but at a cost. If the Kroxigor dies early, you might as well start over. Make sure to play it safe; rather throw in the Skinks in melee and make sure you can rout when you want. On to the next suggestion, where maximum units are one of the goals, as well as getting the Saurus Heroes early:
Skink Priest Dagger, (Short Bow), Shield & Helmet
Prayer: All are useable with this warband
Why: Once again the Priest is not meant to go into close combat, but with the right prayer, he might get some shots off. As he has highest BS, now is the time to use that if possible.
Saurus Totem Warrior Sword, Shield & Helmet
Why: He does not have a mark, but will still need to be taken good care of.
2xSkink Great Crests Short Bow & Shield
Why: This time we have some cash for Shields, so we might as well use those.
3xSaurus Brave Dagger & Shield
Why: This is just about getting Saurus Heroes; keep them in separate groups and pray for Lads!
4xSkink Brave Short Bow
Why: Again, keep them in the same group; have them killed if things are not going well.
Sum up of the warbandHeroes: 4
Henchmen: 7
Total: 11
Rating: 102
Gold remaining: 5/0 (depending on whether you need a Short Bow for your Priest or not)
Finishing commentsThis warband could indeed win fights. You have to be extra careful with your Priest and Totem Warrior in this though, as they do not have Mark of the Old Ones, and opponents will take them down if they can. It has more starting potential, but a tiny bit less potential later on, due to the lack of marks. It is perfectly doable to excel with this warband though, and I believe that this is more or less how I started my own Lizardmen warband, which is now the highest rated and most deadly in our group.
I hope I have helped you gain some insight into the world of warband creating. It is definitely something that can improve a warband a lot, to spend the gold right in the beginning. Of course it’s a matter of preference, but sometimes you need to compromise a bit in the beginning to win in the long run. As a finishing note, I’d like to give you a list of important things to get for your warband. It’s great to keep these in mind, as they can help you excel against your opponents:
Lucky Charms (must have for all Heroes)
Rabbit’s Feet (also a must have for all Heroes)
Lanterns (this will boost Saurus detection a lot)
Holy Relics (especially on the Priest if he has Tinci’s Rage)
War Horns (this is really a winner for Lizardmen warbands due to Cold-Blooded)
Bolas (for your Skink henchmen with Short Bows; this item is really underrated in my opinion)
Reptile Venom (for your Skink henchmen with Javelins; hello Strength 5)
Venom Rings (mostly when playing against the Lustrian warbands or Skaven)
Tarot Cards (will really help your exploration, but I’d only take them on Ld8+ Heroes)
Wyrdstone Pendulums (same as with Tarot Cards, but can be taken with Ld7 Heroes as well)
Telescopes (especially great on Skink Brave Heroes, if you have one of those at a point)
Ithilmar Armours (depending on whether your rules allow this for Saurus)