Total War: WARHAMMER Wiki
Tag: Visual edit
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Tag: Visual edit
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{{quote|The time of inaction is over!|Mazdamundi, Lord of the Solar-City}}
 
{{quote|The time of inaction is over!|Mazdamundi, Lord of the Solar-City}}
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== Overview ==
 
{{Infobox faction
 
{{Infobox faction
 
|image =Campaign 9.png
 
|image =Campaign 9.png
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}}
 
}}
   
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 6 playable sub-factions.
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The '''Lizardmen''' are a playable [[race]] introduced in [[Total War: Warhammer II]]. They have six playable factions, each led by a different [[Legendary lords|legendary lord]].
   
 
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]].
 
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]].
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==How they play==
 
==How they play==
 
A summary of Lizardmen gameplay:
 
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.
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* '''Units:''' In battle, Lizardmen have strong melee units, powerful [[magic]] users, and many monsters. However, their ranged units are subpar.
 
* '''Blessed Spawnings:''' These are elite Lizardmen units in limited supply, similar to [[Regiments of Renown]].
 
* '''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.
 
* '''Rampage:''' Overall, Lizardmen have good [[leadership]]. However, many of their units can potentially [[rampage]] and go out of control in battle.
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:''Main article: [[Lizardmen unit roster]]''
 
:''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.
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In battle, Lizardmen combine lines of slow but tough [[Saurus Warriors|Saurus]] infantry, backed up by more skittish weaker and faster [[Skink Cohort|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 Fire]], [[Lore of Light]], [[Lore of Heavens]] and [[Lore of Beasts]].
 
Lizardmen spellcasters have access to the [[Lore of High Magic]], [[Lore of Fire]], [[Lore of Light]], [[Lore of Heavens]] and [[Lore of Beasts]].
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==In the Campaign==
 
==In the Campaign==
Lizardmen are a normal, non-[[horde]] faction who occupy settlements and control [[provinces]]. The exception to this is Nakai the Wanderer who operates as a horde faction while giving settlements that he has conquered to the Defenders of the Great Plan Faction (his vassal).
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Lizardmen factions are normal, non-[[horde]] factions who occupy settlements and control [[provinces]]. The exception to this is [[Nakai the Wanderer|Nakai the Wanderer's]] faction [[Spirit of the Jungle]] who operates as a horde faction while giving settlements that he has conquered to the [[Defenders of the Great Plan|Defenders of the Great Plan Faction]] (his vassal).
   
 
===Playable Factions===
 
===Playable Factions===

Revision as of 01:52, 17 January 2021

The time of inaction is over!
~ Mazdamundi, Lord of the Solar-City

Overview

The Lizardmen are a playable race introduced in Total War: Warhammer II. They have six playable factions, each led by a different legendary lord.

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

A summary of Lizardmen gameplay:

  • Units: In battle, Lizardmen have strong melee units, powerful magic users, and many monsters. However, their ranged units are subpar.
  • 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 evasion chance.
  • Geomantic Web: Lizardmen settlements are linked by the magical Geomantic Web which makes their commandments more powerful.
  • Lord Kroak: Lizardmen factions can embark on a quest to recruit the unique hero Lord Kroak.

Background

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

Lizardmenart

Lizardmen forces led by Kroq-Gar.

Unit Roster

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 Fire, Lore of Light, Lore of Heavens and Lore of Beasts.

Blessed Spawnings

Main article: Blessed Spawnings

Bullet lzd spawningBlessed 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

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.

Cold-Blooded

All Lizardmen characters have an ability called Cold-Blooded which increases the leadership of a unit, and stops it rampaging if it is doing so.

In the Campaign

Lizardmen factions are normal, non-horde factions who occupy settlements and control provinces. The exception to this is Nakai the Wanderer's faction Spirit of the Jungle who operates as a horde faction while giving settlements that he has conquered to the Defenders of the Great Plan Faction (his vassal).

Playable Factions

In campaign, Lizardmen have six playable factions, each with their own starting position and led by different legendary lords. See individual pages for details and strategies.

Hexoatl Hexoatl, led by Lord Mazdamundi
Last Defenders Last Defenders, led by Kroq-Gar
Tlaqua Tlaqua, led by Tiktaq'to
Cult of Sotek Cult of Sotek, led by Tehenhauin
Wh2 main lzd itza crest Itza, led by Gor-Rok
Spirit of the Jungle Spirit of the Jungle, led by Nakai the Wanderer

Vortex Rituals

In the Eye of the Vortex campaign, Lizardmen compete to control the Great Vortex by using Rituals. Nakai the Wanderer does not participate in the race for the Great Vortex and has a separate campaign.

Geomantic Web

Main article: Geomantic Web

The Geomantic web iconGeomantic Web is network of magical energy that links Lizardmen settlements together and increases the strength of Lizardmen commandments. The Geomantic Web is strengthened by certain buildings, and by owning whole provinces.

Rites

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

Main article: Lizardmen buildings

Technology

Main article: Lizardmen tech tree

Inventory

Stances

Special stances: Astromancy

Common stances: March, Encamp, Ambush, Channelling.

Post-battle options

Lizardmen post-battle options are as follows:

  • Release Captives
  • Exterminate
  • Kill & Eat

Commandments

Main article: Geomantic Web

Climate preferences

Lizardmen have the following climate preferences for settlements:

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

Chaos Invasion

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

Minor Factions

The following non-playable NPC factions are grouped as part of the Lizardmen race.

Videos

Trailer

How to win as Lizardmen

How to play the Lizardmen in Campaign

How to play the Lizardmen in Battle

How to play the Lizardmen Lords & Heroes