Lizardmen advice

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stashman
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Lizardmen advice

Post by stashman »

Are there any good lizardmen coaches out here?

I am planning to play a team next season and was thinking of this roster:

5 Saurus
6 Skink
4 Rerolls


Saurus
Normal Skills: Block, Guard, Tackle, Break Tackle, Grab
Double Skills: NO WAY!!! Fells like its to hard to skill up with them!!!

Skink
Normal Skills: Sure Feet, Catch, Diving Tackle, Side Step
Double Skills: Block, Wrestle, Dauntless, Shadowing

Kroxigor
Normal Skills: Guard, Grab, Stand Firm, Multiple Block
Double Skills: Block, Tackle, Diving Tackle, Shadowing

Give me your best!

Thanks for now.

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whitetiger
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Post by whitetiger »

i've never coached Lizardmen, but I've played against them a lot. Your team looks like it would be difficult to deal with. I'd lose the wrestle on the skinks, though. I love to foul skinks. I figure if I can take every skink off the pitch, I win because you can't handle the ball then.

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Post by tenwit »

Wrestle has its place on skinks, especially the one you send into cages. Sure they die more, but that's what apos are for!

Doubles on saurus should not be ignored. Diving Tackle is excellent in a league with lots of dodge (an elf will block a DT skink but not a DT saurus); Side Step rules if you can get two of them, or if you get Side Step on a +ST skink; and Dodge is always excellent, and pairs with Break Tackle very well.

Don't go overboard on Guard. Three on a fully-developed team is enough. I'd love to have a Guard skink some day (Guard + Stunty = roving support), but there are better doubles skills for them.

Shadowing is pointless on this team. I've tried it a few times, skinks will just get blocked. On a +ST skink with Wrestle, sure shadowing would be great, but that's an awesome series of improvement rolls. Never going to happen.

Sprint is not to be underestimated, especially with 4 rerolls on your team. I'd get that before Sure Feet.

The most important starting skill for at least one and probably two sauruses is Break Tackle. Before Block.

Last, and MOST IMPORTANT, the first doubles skill on a skink will be Sure Hands. Before Block. You might consider getting two, even.

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tenwit
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Post by tenwit »

Oh, and some play-style advice:

Lizards play less of a bashing game than Chaos or any other strong team. The strength of the saurus is to be used to defend, not attack. This is why Break Tackle is better than Block, and why Diving Tackle is good for sauruses. Get the ball, get it to the EZ, repeat.

On touchbacks, the ball goes to a saurus. They have the speed. I've gotten more than a few TDs with kroxs this way, too.

Don't feel you have to block every possible block. If having the saurus where they are is helping your skinks score, that's good enough.

AG4 skinks get Leap. Leap + + Dodge + Stunty = will be in cages and will die. Be cool with that, it will win you games before the skink dies.

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Post by Storch »

An additional point, I wouldn't worry about catch so much unless you manage to build a skink with pass. Being stunty means you will not be passing that much and, while the reroll on the handoff is nice, it is very situational, meaning there are better uses for the skill choice. Take sprint so he can go further once he gets the handoff and just use a team reroll.

My lizardman team is a statistical anomaly so I have a pretty good grasp of the wierdness you can create. Block, Dodge, Break Tackle Krox is nice. So is the ST3 AG4 Skink or even the AG5 skink.

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stashman
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Post by stashman »

Thanks alot. I am down to this :lol:

Saurus
Normal Skills: Block, Guard (3), Break Tackle (2), Shadowing
Double Skills: Diving Tackle, Side Step

Skink
Normal Skills: Sure Feet, Sprint, Diving Tackle, Side Step
Double Skills: Block, Wrestle, Dauntless, Sure Hands

Kroxigor
Normal Skills: Guard, Grab, Stand Firm, Multiple Block
Double Skills: Block, Tackle, Diving Tackle, Shadowing

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Post by Joemanji »

Get one Saurus with BT first. You need one mobile or else they can be pinned and you'll be left with only Skinks to blitz with.

Diving Tackle is great on Skinks en masse. On a couple it is ok, on loads it is terrifying.
tenwit wrote:AG4 skinks get Leap. Leap + + Dodge + Stunty = will be in cages and will die. Be cool with that, it will win you games before the skink dies.
Why Leap on 3+ when you can dodge anywhere on 2+?

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Post by tenwit »

Joemanji wrote:Why Leap on 3+ when you can dodge anywhere on 2+?
Several reasons:
It there's a full row of bodies between you and either the target or the escape, then it at least makes the option possible.

It may turn several dodges into a single leap (when getting into a cage, there's no guarantee that moving two spaces in the desired direction involves only two dodges.. there's a lot of bodies in there). A single 3+ roll is easier than 3 2+ rolls.

It completely avoids Diving Tackle, Tackle and Prehensile Tail.

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Post by grampyseer »

I like the 4 re rolls...that's essential with these guys.

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stashman
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Post by stashman »

First to buy is Apothecary, but what is next?

1. The 6th Saurus
2. Another Skink
3. Save for a reroll
4. Save for the Kroxigor
5. Stay low on TV just to get Mercs with Diving Tackle! :lol:

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Post by tenwit »

Apo, 6th saurus, then krox, then reroll. Though lizardmen play well enough without the krox, so you can get the reroll first if you like. You won't ever need more than 6 skinks on roster, assuming you run away fast enough.

Meh, you have 4 rerolls. That's enough. By the time you have the apo, saurus and krox, you'll have some Sure Hands, an AG4 skink, and maybe some Catch, so you probably won't need 5 rerolls.

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Post by Glowworm »

I play a lizardman team and agree with all the point raised earlier especially Tenwits about Saurus being better in defence than attack, they are awesome players when skilled up (it does take time tho' and another neat skill for them is Stand firm)

You need at least 3 R/R 4 is better, is always amazes me how many 2D blocks the Saurus fail on, well maybe not fail but dont knock over thier opponent....

The Krox (IMO) is possibly up there with the R/Ogre as one of the best big guys in the game (and i think he's 10K cheaper) prehensile tail really gives it to the dodge line elves, with block on a double he's a wrecking ball.

Overall, they are a great team that has slow to develope players (Saurus) fast to develope players (Skinks) and a Good Big guy. Hope you enjoy them

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Post by rodders »

start with a krox they skill up slowly and are more expensive than another RR at double price.

I have tried somthing different in out league this year with my lizzies and gone with

krox, 6 saurus, 4 skink's, only 2 RR and kept 20k in the bank towards that apoth.

i have never started with so few rr's on lizzies before but if you play them in a rugby style with a rolling maul they're great

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Post by Wilf »

I'd go for something different from the off. My lizards won our mainly bashy league, and I didn't go for a Kroxigor until the last regular season game.

I went for 6 saurus, 5 skinks, 3 rerolls, FF 4.

It proved to be a decent choice, as saurus take long enough to skill up anyway and you need to give them as many games as possible.

Bought an apothecary first up and then 2 more skinks before saving up for more rerolls or the Krox.

I'd agree on skills though. Block on 4 saurus first and break tackle on 2 in case you need to blitz. And you need a sure hands skink if you're lucky enough to get one!

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stashman
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Post by stashman »

I think 3 rerolls can be too little. I have played some test matches and the skulls always end up on the blocking dice!

Maybe just keep blocking a little bit just to avoid turnovers and just use them as defence/passive cages and just run out with the scoring skinks!

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