Newbie (well, not completely) with Lizardmen

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Charlz
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Newbie (well, not completely) with Lizardmen

Post by Charlz »

Well, let's get to the point, ok? I'm getting desperate :)

Are Lizardmen REALLY THAT luck dependant? Because the last match I lost, against Underworld (a sound 0-3) really got me thinking. Or are they supposed to be pretty lousy when unskilled? My main playground, apart from off friendlies, is a 6-10 games league, therefore if at least they're a slow diesel team, I know I won't bring them. But every single push/both down roll I make, makes me wonder. Moreover, I find it hard to defend a ST2 ball handler with immoble linemen (and I try to free a saurus every time I can, but it's just TOO easy to mark them).

Last games I lost were against UW (well, dice rolls were pretty bad. First turn, I advance with skinks and wide saurus, cover the ball with one skink, and start blocking: both down, I chose to avoid rerolling on turn 1, my saurus goes KO. 3 turns later, he has a goblin in the box, I've got a bh skink and 2 more ko skinks. Well, whatever), Amazons (0-4. I broke armor 2 times, he killed two skink and two saurus), and Dwarves (what am I supposed to do there?! Concede as soon as the match starts ? :-? )

So... basic tips with Lizardmen? Or, "you've got to be a man, take your early losses and hope for the best", which means getting break tackle early? Or can they actually win the first couple of matches without depending almost only on dice?

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bjorn9486
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Post by bjorn9486 »

I find the lack of starting skills combined with the high cost of re-rolls means I usually end my turn much sooner than I want to. So I would say that the first games are really luck based; can you pick up the ball, can you block with out going down, can your armor NOT be broken.

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Charlz
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Post by Charlz »

Yeah, that's really the point: with Skaven I could "easily" set up a 2 turn TD, for instance: they're that good at ball playing. But with Lizardmen, there's no easy play. I'm even not sure with how many skinks I should play: 4 (from the often suggested 1 K 6 S 4 Sk + 2 TRR starting roster) seem too few, but going over 6 means that you're playing a team of overpriced goblins. What's more... "dice friendly" ? I'm going to try 1 K 4 S 6 Sk with 3 TRR next. Or, 5 S 6 Sk 4 TRR ? :?:

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Post by Grumbledook »

they are a tricky team for a new coach due to the lack of skills

they also have advantages and disadvantages against certain races like all races do

lizardmen teams can on the flip side in the hands of a good coach be very good if you know how to use them well, just for a less experienced coach they can appear very poor

their advatange is their speed, and positioning them is key, especially trying not to get all your saurus tied up in tackle zones

you need to use them to free each other up so they can move to support the skinks, while also trying to stop the opposing coach from constantly hitting all the skinks leaving you with no one to carry the ball

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Charlz
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Post by Charlz »

The "keep saurus free from tackle zones" is the hardest part. What's the... ahem, best way of thinking? Because I can't avoid that easily having 2 pieces per saurus. But I guess that's good? I mean, keeping still 2 linos with each saurus would be the optimal situation? They'll never get spp, but... well. I can't forsee them getting spp without being vastly better than my opponent.

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