Lizardman Tactics?
- Baron Ollie
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Lizardman Tactics?
I was looking at the team tactics page of blood-bowl-net and discovered to my chagrin that nobody has written a team tactics sheet for the Lizardmen! Anyone here have some experience and care to comment on general strategy for Liz? How to set up a team, considerations, low TR strategy, skill picking considerations, long-term success strategies?
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- Leipziger
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Tactics: get your Sauri to smash a huge hole in the opponent's line and then send your speedy Skinks through to create havoc. As for a line-up, it might be worth considering 5 sauri and 6 skinks. There is a case for the kroxigor, who costs 130,000. He has strength 5 and prehensile tail, but it's a lot of money for something that is not much better than an ordinary saurus (although, others find him a must).
Cheers
Leip
Cheers



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I just started a Lizard team with 4 Saurus, 7 Skinks, FF8 & 3RR.
Only played one game wth them so far, but I have given progression
& tactics a bit of thought.
In the early games against other low TR teams, you wont have too many problems on offence, just go for a mini-cage down one side & score in you second turn --- if your pick-up & handoff works, this is easy to do.
Defence is a bit harder, your saurus are reasonably easy to tie up, (no Block
& AG1) but just keep throwing blocks with them. It may well turn out that
you cant stop him scoring ---- just make him hurry up about it.
Maybe hang a few skinks back as safetys, use a skink to Blitz the ball carrier if you can( last move of your turn, obviously)
Because defence is going to be your weakness, I would suggest a couple
of skinks take diving tackle, & a couple take Block on a double.
(Most would say at least one skink should be given sure hands on a double) --- I say wait for the +1AG skink to be your ball handler.
Saurus:
My initial thought was Block on all of them, but I'm leaning towards Guard.
This is because the best tactic against Guard players is to take out the
Guards first --- bit hard to do if they are all ST4
sangraal
P.S. I think Lizardmen could be really hard to beat after 10+ games.
Only played one game wth them so far, but I have given progression
& tactics a bit of thought.
In the early games against other low TR teams, you wont have too many problems on offence, just go for a mini-cage down one side & score in you second turn --- if your pick-up & handoff works, this is easy to do.
Defence is a bit harder, your saurus are reasonably easy to tie up, (no Block
& AG1) but just keep throwing blocks with them. It may well turn out that
you cant stop him scoring ---- just make him hurry up about it.
Maybe hang a few skinks back as safetys, use a skink to Blitz the ball carrier if you can( last move of your turn, obviously)
Because defence is going to be your weakness, I would suggest a couple
of skinks take diving tackle, & a couple take Block on a double.
(Most would say at least one skink should be given sure hands on a double) --- I say wait for the +1AG skink to be your ball handler.
Saurus:
My initial thought was Block on all of them, but I'm leaning towards Guard.
This is because the best tactic against Guard players is to take out the
Guards first --- bit hard to do if they are all ST4

sangraal
P.S. I think Lizardmen could be really hard to beat after 10+ games.
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- Sixpack595
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- DoubleSkulls
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I started my current team with 4 Saurus, 8 Skinks & 2 TRR. Buy the apoth 1st then Saurus/Krox replacing skinks as needed.
Skinks rule low TRs - their speed and stunty let them exploit the frequent handling errors while your opponent's lack of tackle & block means they are reasonably well protected.
Mid range TRs you start to suffer as opponent's get Block/Tackle. That means skinks die easily. At the same time your Saurus develop very very slowly. You have to give at least 2 of them Break Tackle as a 1st skill, otherwise you'll find them man-marked and unable to protect the skinks.
Later on as the Saurus start to catch up you ought to see a very strong team that can take on most teams with a good chance of victory.
Doubles on skinks are vital. Block, Strip Ball or Sure Hands have to be the most useful choices. +AG makes these guys awesome. Otherwise I'd try to develop a third as defensive specialists (Side step, diving tackle) and another third as offensive specialists (catch, sure feet, sprint) as you'll normally only field ~5 per drive that sort of specialisation works quite well (hopefully the other third got doubles or stat increases so will play much more).
Skinks rule low TRs - their speed and stunty let them exploit the frequent handling errors while your opponent's lack of tackle & block means they are reasonably well protected.
Mid range TRs you start to suffer as opponent's get Block/Tackle. That means skinks die easily. At the same time your Saurus develop very very slowly. You have to give at least 2 of them Break Tackle as a 1st skill, otherwise you'll find them man-marked and unable to protect the skinks.
Later on as the Saurus start to catch up you ought to see a very strong team that can take on most teams with a good chance of victory.
Doubles on skinks are vital. Block, Strip Ball or Sure Hands have to be the most useful choices. +AG makes these guys awesome. Otherwise I'd try to develop a third as defensive specialists (Side step, diving tackle) and another third as offensive specialists (catch, sure feet, sprint) as you'll normally only field ~5 per drive that sort of specialisation works quite well (hopefully the other third got doubles or stat increases so will play much more).
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Ian 'Double Skulls' Williams