Here is the Lizardman army I’m playing now (it’s not optimal, but it’s fun):
Lizardman Armylist 2250 pts
Slann, General, BSB
Disciplines: Soul of Stone, Focused Rumination, Focus of Mystery, Becalming Cogitation
Wargear: Warbanner, Cupped Hands of the Old Ones, Dispel Scroll, Banehead
Skink Chief, Stegadon Warspear on a Stegadon
Skink Priest, Lvl 2, Plaque of Tepok and War Drum of Xahutec on an Ancient Stegadon with the Engine of the Gods
Saurus Scar-Veteran, Sword of Battle and Charm of the Jaguar Warrior
15 Saurus Warriors, Spears, Full Command
10 Skink Cohort
10 Skink Skirmishers
12 Skink Skirmishers
16 Temple Guard, Full Command
Sun Standard of Chotec and Champion with Sword of the Hornet
I love this army. Even playing Warriors of Chaos, 6 total drops mean I’ll be on the table first for the +1 on the roll to go first most of the time. I deploy simply, with the large unit of skirmishers line up pointed towards the hill on the opponent side, so I can put the Scar-Veteran with them, to hopefully fly across the board. I always put a hill near the center line, and my Slaan / Temple Guard are positioned to move onto the hill, avoiding shots from enemy Cannons and the like. The Stegadons stay near, and either lurk around forests or hills, avoiding getting shot dead early (yes, there are a lot of warmachines in the local WFB scene). The Saurus deploy to support the Temple Guard, the Cohort is prepared to redirect, as are the 10-man Skirmishers.
Obviously the main threat here is the Slaan. In my last game, with his Temple Guard all destroyed (and after having taken the last 2 wounds off a Hellpit Abomination with the Flaming Sword of Rhuin), the Slaan killed a dozen Skaven and a Grey Seer (with at least 10 wounds through Banehead) in a single magic phase, even facing 6 dispel dice. Having the ability to know every spell from any of the 8 basic schools, and generating enough dice to be able to successfully cast 3 or 4 every single magic phase, the Slaan will land telling magic damage almost every game.
As a source of magic defense, the Slaan is also impressive. The Becalming Cogitation allows him to remove 6s from one enemy Wizard within 24”. The Slaan also has the ability to redirect a miscast onto an enemy Wizard, the Slaan can turn his own failure into even more damage.
But the Slaan isn’t the only killing tool in this army. His bodyguard are impressive, with 2+ saves and 2 base attacks, as well as stubborn on a cold-blooded 8, and people run right up to them, to try and stop the Slaan from burning them.
The Skink Priest has 3 spells from the Lore of Heavens, and his Engine of the Gods deals reliable damage in a large radius from turn 3 on. I try to keep him from combat, as once the Priest is knocked off the top, the Ancient Stegadon is a lot less useful, though still capable of breaking enemy units.
The Skink Chief has a pretty terrifying 2d6+1 S5 Impact hits on the charge, but I find that using the Bolt Thrower against monsters and holding him back means he doesn’t just get peppered and die, and he makes a very good deterrent for those pesky flyers and Light Cavalry.
The Scar-Veteran can fly on a Bound 4, and uses that to go after Warmachines and light troops. With 5 Strength 5 attacks, he can easily beat most unranked units, removing a lot of the shooting and flexibility from enemy lists.
Saurus Warriors have an impressive 2 attacks each. With spears, a frontage of 5 can deliver 21 attacks at S4, which means that these are excellent flank guards and demolish riff-raff.
~So there is my Warhammer Fantasy list, and my thoughts on how I play them. Am I an expert? No way, but I’ve enjoyed the return to playing Warhammer as a break from a decade of focus on 40K. I welcome comments from more experienced Fantasy players and the peanut gallery. Until next week, try to have some holiday fun with your toy soldiers, okay?