Starting Lizard men. What to take?

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SgtCaples
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Starting Lizard men. What to take?

Post by SgtCaples »

If all goes well, by this time next week I will be painting my first new team in years... Lizard Men! So, I would like to know what you scaly vets typically take in your starting line up? Right now, I have this:

Saurus x6
Skink x5
RR x3
FF x4

I decided against the Krox so I could afford the extra reroll and since he doesn't get mighty blow until after the next annual. (Hopefully)

Any advice would be welcome.

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Ithilkir
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Post by Ithilkir »

Ouch... Relying too heavily on not enough Skinks there IMO.

Try...

4x Saurus
7x Skinks

3x Re-Rolls
8x Fan Factor

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Post by Munkey »

Skinks are crunchy, make sure you have enough. Remember your chances of picking up the ball are non-existent without them.

Fan Factor is also good. Three re-rolls will probably last a long time, I have a friend who plays lizardmen and he often has one of his re-rolls left at the end of the half.

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[size=75]The short answer is "no", but it is a qualified "no" because there are odd ways of interpreting the question which could justify the answer "yes".[/size]
CoachGorbad
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Post by CoachGorbad »

I would have to agree with the higher FF route. Four str4 on the line is more than almost any other starting team can put up anyways. Skinks are a bit frail and prone to death. With higher FF you have more money to put into replacing dead skinsk and buying the rest of those saurus and the krox.

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Furelli
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Post by Furelli »

I had a lot of success with:

5x saurus
7x skink
2x reroll
6x fan factor

Furelli

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Post by xxxdvlman »

I'm a pretty experienced Lizardmen player and I will tell anyone that their comments on Lizardmen are well taken, but no one can fully grasp the complexities of playing them until they do just that play them. Just about every basic strategy in BB is drastically changed when playing Lizzies. Skinks can't function without sauruses and sauruses can't function without skinks. I think your proposed starting line up is perfect. Max out on sauruses and protect your skinks. Think about the long run and strive for SPP's. Minimize your casualties and by God get Block on your sauruses ASAP. I quite often recieve comments like "why didn't you just.. or you could have done.." and my reply is lets play a game where you play my teamof lizzies and I play yours and try out your advice. 100% of the time anyone that has taken me up on this has retracted their statements and gained valuable insights on the Lizardmen. I hope you have prior BB experience, and if not I would suggest another team as Lizzies are difficult to learn how to run offense vs. defense against various other teams.

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SgtCaples
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noted

Post by SgtCaples »

I appreciate your cander. (sp?)

I am a long time blood bowl player and have mostly been a skaven player although I have played one-off games using other teams before. I have played my skaven against almost every other team at one time or another.

It is the challenge of the Lizzies, combined with my appreciation for the minis that is leading me to this team.I expect there to be a steep learning curve but don't mind losing to learn.

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xxxdvlman
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Post by xxxdvlman »

Some things I've also learned as far as skill selections go if your interested is block is a necessity for the sauruses and when most of them got it your defensive game when be enhanced. I tend to score a lot more on defense by knocking the ball loose and picking it up and scoring in one turn then a traditional offensive drive. If its an offense your looking to upgrade then Break tackle is a must and at least 1 saurus with gaurd can go a long way. Sure hands is an obvious choice for the first doubles roll. I alsolike to use Hail mary pass on a doubles roll with diving catch. This combo opens up a passing game that was non-existant before due to stunty. This threat tends to thin out your opponent on the line as he is trying to defend against a potential score from any skink in his half of the field, allowing your sauruses to beat down anyone left. Catch is a good first skill for skinks as you'll be doing a lot of hand offs and short passes. Now for sidestep, which is really an underrated skill. One very good use of it is to allow you an extra space or two of movement to score. Move next to the endzone and when your blocked to knock the ball loose by your opponent sidestep into the endzone to score on his turn. If the blocker has frenzy you could squeek two spaces out of it.

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xxxdvlman
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Post by xxxdvlman »

Also good advice a vet as yourself probably knows, but for the others reading this thread, first purchase has to be an apoth. Then buy skinks as fast as possible as some will surely be missing a game or two. Don't worry about buying a Krox until you can consistantly field a team of 11 and never run out of replacements during a game I usually would buy the Krox as player #14 or #15 on my roster. Replace any killed sauruses as soon as possible. At first your opponents will target your skinks, because they know that without them you can't move the ball, but when they keep coming they soon give up. And don't be afraid to attack with your skinks, but if you do pack attack with 3 or more of them at a time. Be sure to keep skinks on both halfs of the board. Nothing sucks more then your opponent falling on his face dropping the ball and you don't have anyone that can pick up the ball to capitalize on his bad luck.

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Post by SartosaCenturion »

I also pretty good success with 5x saurus, but I also got a krox and I'd agree that the money would have been better spent on skinks, since with 5 str 4 blockers alone even orcs were flying all over the place, the krox was just overkill and robbed me of some mobility and scoring options.

Also, with skaven experience the skinks will at least feel a little familiar with their high move. Like he said above, just get out and play em. Good luck man!

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Post by D'Arquebus »

Try to score occasionally with the saurus. As an ex-skaven player you understand that skinks, which bear strong resemblence to gutter runners can score almost at the drop of a hat. The advice to protect the skinks with the hitters or saurus is good but they need spps to get the skills to do it.

Td is 3spps, cas is 2spps and Td only requires getting the ball and moving about 13 squares :)

Obviously you can best do this on a touchback because otherwise the saurus will fumble it. Then blitz your way clear and run with a screen of skinks.

So basically do not get in the habit of spliting the team into the scorers and hitters exclusively. Use the saurus to score and you'll better protect the skinks by making the opponent pay more attention to the slower less agile ones.

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