First time with lizards, advice?

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SgtCaples
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First time with lizards, advice?

Post by SgtCaples »

OK, my local GW league is starting next week and if I get my painting done I will be playing the lizard men. (Yes, I am a long time player so I know what I am getting into)

I am thinking of going with 6 saurus, 5 skinks, 3 rerolls and 4 FF.

I want all of the saurus since I don't know what kind of team I will face first and if it is orcs, or *gasp* Khemri, I don't want to be spineless. It also increases the likelihood of getting some MVP action on them.

I chose 5 kinks and 3 RR instead of 6 and 2 simply because the RR would cost double later and the extra skink won't.

Anyone have any comments or advice?

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Post by KnuckleGutKiller »

I will say what Have been saying for ever with the Lizardmen (someone is going to want to kick my as@) That is a good set up we have a undeafeated Lizardmen team in our League for 3 seasons now! what he does is puts all the saururs on the pitch except one which is behind the rest he loads up one side and keeps all the skinks together (they are stronger in numbers dont break them up if you can!) put all the skinks far back. Depending on the team you are up against you want to keep the skinks the same amount of space back as his fastest MA. player so if he does try to get you skinks that player will run out of gas and you can gang up all your skinks on him!
Use your Saurus to bust a hole through the line! Then run some skinks through and move some skinks upto the line that is busted through and next turn or 2 you should be in scoring posistion!! You can use the other skinks that are way back as assist in killing some of his players that are on the pitch with your saururs they are fast enough to move from the back to front on one turn(this is a little risky with skinks put seems to work)
I think if you roll doubles you should get Hail Mary pass on a skink leave him in your end zone if he leaves his end zone open and you have a skink in his end zone through it to him in a corner of the field. as long as he has no players quick enough to pick it up you will score.

This will get you to win many games... I dont care what anyone says the guy in our League has never lost a game yet with this system. He has played many games this way. If he plays with any other team he is dead meat so he is probably just good with the Lizardmen.

Hey! the Lizardmen one at the Resurrection Blood Bowl Tournament so good luck!

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Post by Grumbledook »

thats the way every lizardmen team i have so far played against plays and i havn't lost to that usually winning or getting a draw

lots of tackle stops them fairly well

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Post by KnuckleGutKiller »

Thats the way all Lizardmen Teams play an I haven't lost a game against that yet Grumbledook?

Well I didn't see you win the Ressurection Tournament oh.... That was a LIZARDMEN TEAM :) Use what works. What is your strategy against this Grumbledook?
Of couse its easier said then done[/quote]

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Post by Snew »

Shut up! Damn I want to kick your @ss. Lizardmen are not invincable. They're tough but their ball handling sucks and their strong men spend lots of time on their backs.

Good luck Sgt. I'm concerned about your FF for league play. If everyone else has a high FF, though, you may be alright. The extra RR will go a long way toward making your team competitive early on but 3 is not enough for this team. No one goes through Re-Rolls like the Lizzies. I'd actually consider trading 3 of the Saurii in on 3 Skinks and another RR. You know the MVP is going to the one Skink you'll score with anyway so don't go foolin' yourself that one of the 6 Saurus is going to get it. :wink: Skinks, to me, are also the toughest players to spend doubles rolls on. Get them Block? Accurate? Sure Hands (my favorite)??? So much to choose from when only one category is open to you.

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Post by Grumbledook »

well depends what race i am playing with but generally i just try and pin the sauras, pref with players with block. They can't dodge away hopefully you will make them eat up rerolls. Its risky but tends to work, spec if you use a choas dwarf, longbeard or a mummy ;]

Then hit the skinks, pref with players with tackle, but as you get 2 dice on them with most players and +1 to inj tackle isn't vital but it helps. If they have no skinks they can't play the ball

If they are going to score let them so you have time to score back on them, if they dwindle you might turn the ball over, so keep the ball carrier under pressure.
------------------------------

So for advice on how to win with them, keep mobile and try not to get bogged down, you have good speed so you can usually force the field position, specially with stunty. Short pass and a hand off can move the ball about really quickly and can catch your opponent napping.

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Post by KnuckleGutKiller »

CAlM DOWN SNOT! Trying to have some fun with this :D I think if you listen to Snot and get less saurus you are going to get wasted! Listen to how the Lizzies win stick with what works load up on the saururs and get there butts! Sounds like you are going to play some strong teams in your league (you said the new khermi team) So keep it strong and fast I like what you have but another Reroll wouldn't hurt but only if you don't have to lose any saurus. Most important have fun because after all it is only a game :)

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Skills for the Lizardman Team..

Post by BigD »

Looked at your lineup and gotta say with 6 Saurus's its expensive! I'd probably drop and Saurus, grab a Skink and add the 2FF. Having 5 Saurus is still a damned tough front line.

The main reason for this posting is you can't have Hail Mary Pass. Even on Doubles! The Lizardman Team is limited to General, Strength and Agility I'm afraid. Otherwise in my league game at the moment I'd have added a throwing skill to a Skink as they're useless at it! Threw a double 6 and I don't think I really need a ST3 Skink. Might be nice later on but at the start. Sure Hands is what I gave him as he's cost me quite a few RR's just picking up the ball. DOH! Also got nail so AV-1 as well, as if they weren't easy enough to smack before.

The Skinks only have Agility skills available and the Saurus's have both General and Strength. The Kroxigor is also only General and Strength so you really need to think about your team development. But no passing skills I'm afraid :-(

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Post by Thadrin »

Of course he can take HMP on a doubles roll. Why shouldn't he if he so wishes? Its a normal passing skill.

Now...Block, Guard, Kick, Sure Hands and so on may be better choices...but HMP could be a nasty little surprise.

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Post by BigD »

Just went back and re-confirmed. My understanding according to the LRB is on a doubles roll they can have a skill from any group available to the team. If you check the skills for Lizards you'll find 'Passing' isn't one of the options available to the team. Hence my understanding of not being available. Anybody elses comments?

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Post by cani »

On a double roll you may take any skill in any category (page 40). Also you may take a trait available to that players normal category. So HMP is ok.

The problem with lizardmen are that The Saurus can't dodge and don't have any skills, so it is far to easy to take them of the game and away from the real action. The problem with Skinks are that they can't get the much needed block skill unless you roll a double.
but as you get 2 dice on them with most players and +1 to inj tackle isn't vital but it helps.
It is worth to notice that according to the LRB skinks don't get a +1 to their injury roll anymore. Same as goblins.

I have never fielded a lizardmen team myself, but have played against them and found it fairly easy to win. If I should field one, I would probably get the following lineup:
6 Skinks
4 Saurus
1 Kroxigor (the new LRB update gives hm MB for the same cost making him much better)
2 Reroll
7 Fan Factor

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Post by Grumbledook »

Just like to say that in the recently restarted fumbbl one guy got +st +st on a skink, now a st4 skink is a right pain, just thankful he doesn't have block yet, my choas dwarfs will sort him out.

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Post by Darkson »

cani wrote: It is worth to notice that according to the LRB skinks don't get a +1 to their injury roll anymore. Same as goblins.
Halflings, Gobbos and Skink all have the "Stunty" racial trait, which means they have +1 to injury rolls against them. (LRB2 p.37)

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Post by cani »

I stand corrected :D

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Post by Darkson »

Not that it did me much good against Galak :(

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