I am starting this thread in the hopes of collecting a wide range of useful Lizardmen Tactics, both for the Lizardmen in general and against specific armies.
Feel free to post tactics you have used in this thread. Post your tactics related to a specific Lord, Hero, Unit, or even your effective tactics against other armies!
With your help, we can build a better Lizardmen Army!
Thread Contents:
Post #1
-Contents
-Unit Overview (By Godless_Mimicry)
-Lizardmen Term Guide
Post #2
-General Lizardmen Tactics
Post #3
-Lizardmen Tactics against specific armies
Unit Overview:
Lords & Heroes:
Slann
Easily the best non-SC caster in the game. The points drop for a Slann is huge, despite losing some abilities. The disciplines allow you to have the old equivalent of the 4th gen Slann without miscast immunity or the Drain Magic spell, but at a 150pt reduction. HUGE!!!
Now let's talk disciplines. I think it's needless to say that every Slann build will find the first discipline to be taken The Focused Rumination. A free power dice for each spell, with the Slann casting roughly three spells a turn, effectively gives the Slann 9PD to work with a turn alone(4 for level, 2 for pool, 1 each for three spells cast). Focus of Mystery, Soul of Stone, and Higher State of Consciousness seem next of the average players list. Knowing what spells you will have for a battle allows one to do something unusual and actually plan around magic. Lores of Fire, Death, Metal and Beasts will always be the most useful. We all know the key to winning is to plan ahead, and knowing your spells makes that easier. The other two are self explanatory.
There are two ways to really play a Slann. Number one is alone. If you are planning to have a Slann alone, then you are likely playing a Skink list, and rightly so, as a Saurus heavy list is less equipped to keep the baddies away from your fat frog. A Slann played in this way should really have the Higher State of Consciousness and Transcedant Healing disciplines just to be safe. And even then you will need to protect him. Having Skink cohorts to redirect charges away from your Slann will be crucial. Your lord may not be able to be hurt by most units that charge him, but he will stll lose if alone to SCR and get run down.
The other way, and more popular at that, is with Temple Guard. Making the unit stubborn and Itp, it's a huge roadblock for you opponent to deal with. But the list around them should be built accordingly. Your uber unit of death can still only move 4" and so is easily avoidable. You need maneuverable troops and good shooting/magic to make your opponent engage. You can also choose to take a small unit just to bunker the Slann in. 10 or 11 is fine for this.
Old Blood/Scar Veteran
Two of the best fighting characters in the game. Let's get straight down to it.
The most obvious thing that strikes people's mind is the old Nikey Saurus build. As we all know the Jaguar Charm is now a bound Steed of Shadows spells, which has it's +ves and -ves. For this reason I think that the Jaguar Charm should be solely chosen for a Scar Veteran and not for and Old Blood. This way you can take him in a Slann led list, and the heavy magic will allow your SoS off without being dispelled. For the Old Blood a good alternative can be the Horned One. A slightly slower movement rate, however fast and gives an extra S4 attack. The downside is giving up the 360 LOS and the S7 from a GW. However, you also gain +2 to your save, so it can be useful, but is a very double edged sword.
Weapon wise, the Blade of Realities stands out a mile. The chance to kill a big character or monster with one blow ignoring all their saves is HUGE!!! People may think that a high Ltd can prevent this, but they must test for each hit, which should be roughly four against most enemies. There is a good chance for even a Ltd Elf Prince to fail at least one of them. And if all else fails, you still get to attack with your respectable S5.
Another thing that springs to mind is the Cold One Hide, allowing you to get a 1+ save in combat. Combining this with a Slann using Beast lore could be devastating, casting Bear's Anger on your Scar Veteran, giving him 7A @ S7 with T7 and a 1+save in combat. WOW!!! Even a Dragon doesn't match up to that.
Skink Chief
Only one thing needs to be said about these guys, Stegadon War-Spear. Giving the Chief this makes a Stegadon he is mounted on do 2D6+1 impact hits. If you can afford it, an Ancient Stegadon is the best choice here, making those impact hits (average

S6. It also means he will be S6 on the turn of the charge, as the SW-S is a lance. Nifty combo.
Lizardmen Term Guide:
Lizardmen Specific Terms:
BP: Blowpipe
Chamo: Chameleon Skink
CoF: Cloak of Feathers
CoR/SCoR: Cold One Riders/Sarius Cold One Riders
EotG: Engine of the Gods
FSoD: Flying Skink of Doom, a skink chief with a cloak of feathers, for warmachine and mage hunting
Javs: Javelins
JSoD: Jaguar Saurus of Doom, also known as the Nike Saurus, armed with the jaguar pendent and a great weapon
Krox: Kroxigor
MotOO: Mark of the Old Ones
Razor: Razordon
Sallie: Salamander
SoSR: Scimitar of the Sun Resplendent
Steggie: Stegadon
TG: Temple Guard
Terrie: Teradon
VotFF: Venom of the Firefly Frog
Armies:
BoC: Beasts of Chaos
Brets: Bretonnians
-RAF: Royal Air Force, a Bretonnian army consisting of a large number of Pegasus Knights
DE: Dark Elves
DoC: Daemons of Chaos
DoW: Dogs of War
Emp: Empire
HE: High Elves
HoC: Hordes of Chaos
LM: Lizardmen
OK: Ogre Kingdoms
O&G/OG: Orcs and Goblins
-NG: Night Goblins
SC: Scaven
-SAD: Shooty Army of Death, a Skaven army utilizing large amounts of magic and shooting.
SoC: Storm of Chaos
-AoS: Army of Sylvania, a Storm of Chaos army for Vampire Counts
-LSG: lorthern sea guard, a Storm of Chaos army for High Elves
-SCE: Skaven Clan Eshin, a Storm of Chaos army for Skaven.
-CoP/CoS: Cult of Pleasure/Slaanesh a Storm of Chaos army for Druchii
-DSA: Dwarf Slayer Army, a Storm of Chaos army for Dwarves
Stunties: Dwarfs
TK: Tomb Kings
VC: Vampire Counts
WE: Wood Elves
General Warhammer Terms:
AS: Armor Save
ASF: Always Strike First
B2B: Base-to-Base contact
BfSP: Battle For Skull Pass (7th Edition Starter Box, features Dwarfs and Orcs & Goblins)
BRB: Big Red Book
BSB: Battle Standard Bearer
Cav: Cavalry
CC: Close combat
CR: Combat Resolution
FC: Full Command - Unit champion, standard bearer and musician.
FLU: Few Large Units.
GW: Great Weapons or Games Workshop.
HA: Heavy Armor
HW: Hand Weapon
LA: Light Armor
LGS: Local Gaming Store
MSU: Many Small Units
R&F: Rank and File troops
SCR: Static Combat Resolution
SRB: Small Red Book
VP: Victory Points