Lizardmen

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Lizardmen
Campaign 9.png
General data
TypeMajor race
CategoryLizardmen
Ruler
Hexoatl
Lord Mazdamundi
The Last Defenders
Kroq-Gar
Territory
Faction capital
Hexoatl (settlement)
Climates
Prefers jungle, savannah, desert
Distinct features
Bullet lzd geomantic web.pngGeomantic Web:Settlements are linked by a network which boosts the power of commandments
Bullet lzd spawning.pngBlessed Spawnings:Periodic missions allow access to powerful Blessed variants of certain units
?RitesLizardmen rites give faction-wide bonuses, and allow special units to be recruited
Bullet lzd beasts.pngRampage:Lizardmen have beasts suitable for every task, though some are so ferocious they may lose control and charge ahead

The Lizardmen are a playable race introduced in Total War: Warhammer II. They are playable in multiplayer and custom battles. In the campaign, they have two playable sub-factions: Hexoatl and The Last Defenders.

Lizardmen are not a single race but a society of different cold-blooded creatures who dwell in temple-cities that tower over the southern jungles. They march to war alongside mighty reptilian beasts which resemble dinosaurs. Despite their frightening appearance, the Lizardmen see themselves as guardians of a divine order, and are ancient enemies of Chaos.

How they play[edit | edit source]

A summary of Lizardmen gameplay:

  • Units: In battle, Lizardmen have strong melee units, powerful magic users, and many monsters. However, their ranged units are just average.
  • Blessed Spawnings: These are elite Lizardmen units in limited supply, similar to Regiments of Renown.
  • Rampage: Overall, Lizardmen have good leadership. However, many of their units can potentially rampage and go out of control in battle.
  • Rites: Lizardmen can perform several rites in campaign to bolster themselves or recruit Slann Mage-Priests.
  • Astromancy Stance: A unique army stance which increases map vision and ambush chance.
  • Geomantic Web: Lizardmen settlements are linked by the magical Geomantic Web which makes their commandments more powerful.

Background[edit | edit source]

To the south of the world, in much warmer, jungle climes, live the Lizardmen. These reptilian champions of order are not one race but a collective of various cold-blooded creatures all dedicated to bringing the Great Plan of the Old Ones to fruition. The Old Ones were a godlike race - worshipped by the Lizardmen - who travelled the stars and terraformed the world in ages past, before the ancient enemy invaded.

The Lizardmen are led by the Slann Mage-Priests, who in turn are served by the adaptable Skinks, the labouring Kroxigors and the fearsome warrior-caste, the mighty Saurus. It is the Saurus that form the bulk of the Lizardmen armies for they are spawned for that sole purpose – bringing war to those deigned as enemies by the Mage-Priests.

Being cold-blooded, Lizardmen reside in the warmer climates, mainly across the jungle-continent of Lustria and the Southlands. Hidden within the undergrowth are the temple-cities where the Slann contemplate and the other reptilian castes live to serve the Old Ones’ will. Shining brightest of all the ancient temple-cities is Hexoatl, the City of the Sun. Though Itza is the First City, Hexoatl has eclipsed it in importance due to its status as home to Lord Mazdamundi, the most active of all the remaining Slann Mage-Priests. Due to its location and history, the City of the Sun is the most fortified and martial of all the temple-cities. Whereas the boundaries of most other cities simply merge with the jungle, Hexoatl has mighty walls and serried ranks of Saurus patrol its plazas. Until recently, even the Norse trespassers of Skeggi and its surrounding colonies avoided Hexoatl, although that has changed of late.

In Battle[edit | edit source]

Unit Roster[edit | edit source]

Main article: Lizardmen unit roster

In battle, Lizardmen combine lines of slow but tough Saurus infantry, backed up by more skittish weaker and faster Skinks. They also have lots of monsters. Their spellcasters are some of the game's most powerful and versatile. Lizardmen overall are tough, fairly damaging and unlikely to break. However their mobility is average at best, and their ranged options are outclassed by races like High Elves, Dwarfs and The Empire. Though it is worth noting that some ranged Lizardmen units have poison or fire attacks.

Lizardmen spellcasters have access to the Lore of High Magic, Lore of Light, Lore of Heavens and Lore of Beasts.

Blessed Spawnings[edit | edit source]

Main article: Blessed Spawnings

Bullet lzd spawning.pngBlessed Spawnings, also called Special Spawnings are elite Lizardmen units in limited supply, similar to Regiments of Renown. Blessed Spawnings are only available in campaign.

Rampaging units[edit | edit source]

Many Lizardmen units have the potential to rampage after staying in battle too long. Normally this trait is only found on wild or feral units in other races, but many Lizardmen line units such as Saurus Warriors can rampage. When a unit rampages, it gains stat bonuses and will automatically charge/engage the nearest enemy unit in melee. The player loses control while it is rampaging. Units will not break and flee while rampaging.

In the Campaign[edit | edit source]

The Geomantic Web links settlements together.

Lizardmen are a normal, non-horde faction who occupy settlements and control provinces.

Geomantic Web[edit | edit source]

The Bullet lzd geomantic web.pngGeomantic Web is network of magical energy that links Lizardmen settlements together. The Geomantic Web can be viewed by clicking the Bullet lzd geomantic web.pngbutton in the bottom right, while on the campaign map. Certain Lizardmen buildings can strengthen this connection. However merely having the building is not enough to maximize Geomantic Web strength - the settlement must be linked to another of equal or higher Geomantic strength.

The effects of Lizardmen commandments are increased as the level of the Geomantic Web increases. Thus Lizardmen are highly encouraged to control entire provinces. The strength of the Geomantic Web in any given province is displayed in the bottom left corner of the screen while on the campaign map, next to the commandments. Geomantic Web strength is also indicated by the colour of the energy lines displayed when clicking the Bullet lzd geomantic web.png button.

Rites[edit | edit source]

Main article: Lizardmen rites

Lizardmen can perform several rites to spawn armies of monsters, allow them to recruit Slann Mage-Priests or give other bonuses.

Buildings[edit | edit source]

Main article: Lizardmen buildings

Technology[edit | edit source]

Main article: Lizardmen tech tree

Stances[edit | edit source]

Special stances: Astromancy

Common stances: March, Encamp, Ambush, Channelling.

Post-battle options[edit | edit source]

Lizardmen post-battle options are as follows:

  • Release Captives
  • Exterminate
  • Kill & Eat

Commandments[edit | edit source]

See the article on commandments for a list of Lizardmen commandments.

Climate preferences[edit | edit source]

Lizardmen climate preferences for settlements:

  • Habitable: Tropical, Savannah, Desert
  • Unpleasant: Mountain, Temperate, Temperate Island, Magical Forest
  • Uninhabitable: Wasteland, Chaotic Wasteland, Frozen

Chaos Invasion[edit | edit source]

During a Chaos Invasion, the AI Lizardmen factions gain the Shield of Civilization trait along with certain other races.

Playable Factions[edit | edit source]

Campaign starting positions for Lizardmen factions:

Lord Mazdamundi / Hexoatl[edit | edit source]

Hexoatl.png
Lord Mazdamundi leads the Hexoatl faction in campaigns. He is a powerful and versatile spellcaster. With his mount Zlaaq, he becomes decent in melee.
Starting positions

Eye of the Vortex - Isthmus of Lustria

Mortal Empires

Kroq-Gar / The Last Defenders[edit | edit source]

Last Defenders.png
Kroq-Gar leads The Last Defenders faction in campaigns. He is a very powerful melee fighter and duelist who can crush enemy lords.
Starting positions

Eye of the Vortex - Kingdom of Beasts

Mortal Empires

Trailer[edit | edit source]