After the latest update the lizards have gotten new units to help on their struggle, even though powerful in campaign to some degree online play still has them in the lower tier. Evenly getting stomped by rats, elves , men and dwarfs it seems like the all LARGE powerful army the lizards can build are too easily countered by all factions perhaps discarding few ( Green Skins).
https://www.youtube.com/watch?v=5p_bf_K6HSo&feature=youtu.be
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Lizards are one of the safest and well rounded multiplayer races
Solid and dependable infantry
Good cavalry and mobility
Excellent monsters
Wide variety of powerful lord choices.
Good short- medium range missiles.
They are an excellent and forgiving starter race.
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0 · Disagree AgreeOut of all the melee-oriented faction, they are BY FAR the most flexible with a versatile range of builds, and have units that can fill every role! Like they might not win an arty duel with Dwarfs. But they HAVE artillery. They might not win a skirmish duel with Wood Elves. Nor an air-force duel with Vampires. But they CAN compete in those arenas/catch people off guard by over investing in those areas. No other melee faction has that kind of well rounded utility to its roster.
Their weak days were over as soon as Tehenhauin was released, which gave them the tools to more effectively deal with skirmish cav, anti-large monstrous infantry, contest the air, and the ability to more effectively penetrate a backline. ^^some of their major weaknesses in the past.
In fairness, they are still largely a melee rush faction which is a little overly dependent on large monsters, and so that boxes them into a ‘predictability zone’ that makes it them easy to counter in certain match ups.
However, for every matchup that the Lizardmen have which is slightly skewed against them.... thereis at least one where the Lizardmen have the OBVIOUS edge.
Like for every ‘Lizardmen vs Empire’ dynamic.... which slightly favors Empire imo...there is at least one ‘Lizardmen vs VC’ where the Lizardmen are ridiculously favored.
So yeah, TL;DR: The Lizardmen have the outright edge in most melee match ups, and out of the melee factions, and have the largest tool box for countering ranged factions/catching them off guard with something unorthodox. Lizardmen may not be very top of the heap.... but at least the top 1/3 for sure.
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0 · Disagree AgreeAnd they are not easily countered by HE, Dwarfs (they stomp them só easily), Skaven and Empire.
Also, you quoted factions with good missile play, that shred their big Dinos, but that's why you bring few (or none) against them, and use your Flying units, Cavalry, and heavy front line to deal with then.
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0 · Disagree AgreeThey are not that hard to play but they require a very different playstyle and vision of the game in my opinion.
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0 · Disagree AgreeOnly useless units for lizardmen is ark of sotek which also keep getting buffs
There are by far one of the best races in game.
They could use a coatl, for ttt builds.
#givemoreunitsforbrettonia, my bret dlc
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0 · Disagree Agree- LZM reliant on monsters and large units make them predictable as Valkaar has said, and the cap of 3 SEMs hurt them more than other factions. Not to mention that Slann lack the mobility to dodge artillery fire which hurt their magic potential in these matchups.
- LZM lack cheap melee mobility option like dogs/harpies/warhounds, making harassing backline more difficult than other rush faction. Albeit, they have the excellent skink skirmisher and chameleon skinks + terradon riders, but if you want a high mobility backline option you have to pay 1200 points for the ripperdactyl.
However, they are by no mean a bottom tier faction and I find them to be very strong at the moment. But I still can't find a reliable way of dealing with heavy range/artillery factions yet, namely Empire/SKV.- Report
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