Everything Lizardmen: Core Units

Submitted by someone2040 - Mathew Weiss

Saurus Warriors - Lustria, Southlands, Red Host
Saurus Warriors are the core of our army. They provide our infantry in Lustrian lists and somewhat in Red Host. In the Southlands list they are pushed into the special slots. Saurus Warriors are very fierce and hard-hitting infantry. With toughness 4, they're that little bit more tougher against missile fire as well, but this doesn't mean they're immune to it. Many people don't like Saurus because they are slow compared to Skinks, but they move at the average rate a normal foot soldier does. Saurus Warriors can also take blessed spawnings for a variety of effects but in general there are only a few that are worth the time. Saurus aren't quite as good as Chaos Warriors, but they're the next best thing.

Skink Skirmisher - Lustria, Southlands, Red Host
No real Lizardmen army is without Skink Skirmishers. These are pretty much the must have unit. They can be used in a variety of ways. The most common ways Skinks are used, is for march blocking, screening, and hunting. Due to the fact that they move so fast at movement 6, they are very nimble and can dodge in and out of the enemy army, blocking their marching from behind and the sides. As Skinks are cheap, they're also used as cannon fodder really so that our more expensive combat units can make their way into combat. They can also be used to hunt down lone characters and warmachines. However, their shooting takes a toll against warmachines due to the randomization, but they can still be effective. The weaknesses of Skinks are their low toughness, lack of armour ,short ranged weaponry and low leadership. Low toughness and almost no armour save will have anything really rip them to shreds. They fair better against ranged due to being skirmishers though. Their short ranged weapon however means they must get up very close to the enemy to shoot them. If they're not careful they can be charged. Due to bait tactics commmonly used with skinks, they may fail to rally after fleeing a charge or fleeing for other reasons due to their low leadership.

Jungle Swarms - Lustria, Southlands, Red Host, Valley of Carnosaurs
Jungle Swarms are quite costly for their stats. But they generalise to the basic swarm costs. They get 5 attacks provided that they have at least 1 wound per base left, which is extremely good, but nothing out of the ordinarly for swarms. Quite useful for holding up Knights and the like, however I have been told in 7th edition swarms take wounds like undead, which makes them a lot more inneffective. Pretty much the staller unit of the army.

Temple Guard Saurus - Lustria, Southlands
Our elite infantry. However, only one unit can be taken per slann, and they must guard the slann. This restricts them a fair bit from other elite infantry units in the game, not to mention their poor weaponry choice. Halberds, you will rarely use them. Temple Guard want to stick around due to Stubborn until support can come if they get into combat. It's not about beating the enemy, it's about protecting the Slann. If you run and your slann gets taken down, it's game over. So you will nearly always be using the hand weapon and shield, unless you're up against something that has a strength so high that the armour save is just negated. Temple Guard are a bit on the costly side, and many people favour Quetzl spawned Saurus over them. Temple Guard can also hold a magical banner, which can be very useful when coupled with the fact that the Slann as the battle standard bearer can also have a magic banner.

Skink Cohorts - Southlands
Skink Cohorts... ick! They're not very good at all. Many people can argue, that they're extremely fast moving infantry. But what's the point? They're toughness 2 and have a weaponskill of 2, and below average leadership. Sure, they can provide rank bonus for Kroxigor, but it can just as easily be taken away just by them being there... due to the fact they'll be getting slaughtered! It really isn't hard to kill 3 skinks in combat.

Red Crested Skinks - Red Host
Games Workshops answer to fixing up Cohorts! Red Crest ability, check! Come with shield, check! Weaponskill 3, check! Can even take a magical banner! All that for the magical cost of 7 points, 1 more than your regular cohort. And guess what, Cohorts cost 7 points with a shield, so overall you're getting better weaponskill and the red crest ability for no cost at all. Pretty neat huh? These are A LOT better due to this. They're not Saurus Warriors, they're not even goblins, but they're fast moving with some decent gear. That's enough for some people.

Lessed Swarms - Red Host
Pretty much the same deal with Swarms. However, they are not limited to 0-1, so this can make them a bit more useful. However, being smaller means they only have to lose 3 wounds before the unit loses 3 attacks.

Horned One Packs - Valley of the Carnosaurs
Horned One packs are one of the core units in the Valley of the Carnosaurs. They're pretty much the equivalent of Skinks really. Fast moving, Skirmishers. They cause fear which is nice, since they can only be used for combat. Dino's don't have ranged weapons you know.

Cold One Packs - Valley of the Carnosaurs
Cold Ones are slightly, but only slightly tougher than Horned Ones. They're still skirmishers, just with slightly higher armour save and suffer from stupidity. Blood Scent nullifies the low leadership a little big, sending them in the direction of the nearest unit. However, it's more like they have all the downsides of Frenzy but none of the good things. Horned One Packs seem like the better option.

Terradons - Valley of the Carnosaurs
They're Terradons from the regular armies without the Skink on top. No ranged attack, but perform pretty much the same deal. Look to my later oppinions about Terradons for these guys.

NEXT: Special Units

PREVIOUS: Hero Characters


Index of Articles

Introduction

Characters and Units

Blessed Spawnings

Magic Items

Conclusion

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