We're back with our thematic army series, this time featuring the Lizardmen! I aim to use as much of the roster as possible while simultaneously adhering to the "theme" of each Legendary Lord, based first on their in-game bonuses and then on their background lore and what fits where in regards to roster utilization. In this case, I personally know very little about each LL's background apart from what you can glean in the game. In regards to variety and roster utilization, I realized early on that most of the LL's builds will be dino-heavy. Also, these are for single-player. As always, I welcome critiques and am willing to adjust my lists.
1) Lord Mazdamundi
Mazdamundi on Zlaaq
Skink Priest (either lore) on Ancient Stegadon*
Saurus Scar-Veteran on Carnosaur
Star Chamber Guardians
Blessed Temple Guard x4
Blessed Kroxigors x2
Salamander Hunting Pack x2*
Blessed Bastiladon (Solar Engine) x4
The Thunderous One
Ancient Stegadon x2
*Edits made per MiniaAr's and Danielosama's input
Mazdamundi gets upkeep reduction for Temple Guard, and as their role appears to be guarding Slaan, it seemed appropriate to assign them as his infantry and give him the RoR. The Skink Priest is on an Ancient Stegadon to match as closely to Mazdamundi's mount as I can, and that's also the main reason why I put the other Ancient Stegadons in this list, too. There are so many dinosaur variations in the roster that you can pretty freely allocate them. The Scar-Veteran is the only anti-large unit in the army and is there primarily to fill that role, though of course as the overall faction leader, Mazdamundi would command such characters. He starts the Vortex campaign with a Bastiladon (Solar Engine), so I bumped that number up to four. Hexoatl itself has a solar theme and the unit fits well. Per MiniaAr's suggestion, I've also swapped the Feral Bastiladons for an Ancient Salamander and two Salamander Hunting Packs to capitalize on the fire theme. Mazdamundi's ME start provides a unit of Kroxigors, and I like that his build features all four castes of Lizardmen society; it's appropriate for the primary faction to be thusly representative.
Kroq-Gar on Grymloq
Saurus Scar-Veteran on Cold One
Skink Priest (Beasts) on Stegadon
Blessed Saurus Spears (Shields) x4*
Blessed Saurus Warriors (Shields) x3
Blessed Cold One Spear Riders x2
Blessed Horned Ones x3
Blessed Carnosaur x2*
The Shredder of Lustria
*Tweaked quantities slightly per MiniaAr's suggestion
Kroq-Gar receives upkeep reduction for Saurus and Cold Ones, and improves armor for dinosaurs. He's the closest to being a cavalry lord out of the Lizardmen roster, so he got the Cold Ones and Horned Ones, with the Scar-Veteran on a Cold One rather than a Carnosaur to support the cavalry. Because he has a Carnosaur mount, I gave Kroq-Gar the Carnosaur niche, and it's lovely now that it includes a RoR. The Skink Priest has the lore of beasts because there's only two lores to pick from and the army has a lot of dinos, and it's mounted on a Stegadon because I couldn't pick a Cold One and given that Kroq-Gar starts with a Feral Stegadon in both Vortex and ME, it was my best option. Finally, the Shredder of Lustria. The Lizardmen lists are more "doomstacky" than other races generally are, but I think that having multiple Dread Saurians in an army is unthematic and frankly just too much. I've put the three varieties in three different armies to break it up, but as head of the Lizardmen forces, Kroq gets the best one.
Tehenhauin on Ancient Stegadon (Engine of the Gods)
Skink Priest (Beasts) on Ancient Stegadon (Engine of the Gods)
Cohort of Sotek
Red Crested Skinks x4
Skink Cohort (Javelins) x4
The Umbral Tide
Salamander Hunting Pack x2
Ancient Salamander x2
Bastiladon (Ark of Sotek) x2
Ancient Stegadon (Engine of the Gods) x2
Tehenhauin provides physical resistance, armor, and melee attack/defence buffs to skinks, plus an armor bonus for Bastiladons (Ark of Sotek). He himself is a Red Crested Skink, so his infantry is a given, as well as any unit with "Sotek" associations, as the faction name is "Cult of Sotek". Tehenhauin himself is mounted on an Ancient Stegadon (Engine of the Gods), so he gets a couple of those plus a hero mounted on one. The Skink Priest has the lore of beasts because Tehenhauin shares this lore, but as is the case for most hybrid lords, I take the melee route with skill progression. The Skink Priest easily compensates for that loss. The salamanders are included due to being part of Tehenhauin's DLC package and the fact that they pairs nicely aesthetically with the Red Crested Skink vibe. Now, for the Skink Cohort (Javelins). We have three Skink LLs and three types of Skink ranged infantry. Tehenhauin gets the Cohort because they have the best melee stats of the three, and he buffs that aspect more than the other two Skink LL's. If the ranged units get into melee, they'll fare best in this army. The Javelin unit also doesn't benefit from the bulk of Oxyotl's buffs, so they certainly have more utility with Tehenhauin.
Tiqtaq'to (automatically mounted on Terradon)
Skink Priest (Heavens) on Terradon
Skink Chief on Terradon
Skink Cohort x4
Blessed Skink Skirmishers x3
Ripperdactyl Riders x2
Blessed Terradon Riders (Fireleech Bolas) x3
Spirit of Tepok
Tiqtaq'to has physical resistance, improved replenishment, and reduced upkeep for his flying units, solidly confirming him as the Lizardmen's air superiority force. He also gives a special attack to Terradons. With the newest update, he actually has a better buff for Coatls than Oxyotl, and they fit better with his flying theme anyway. Additionally, if Tiqtaq'to had a patron deity, it would be Tepok. The lore of heavens for the Skink Priest also ties in with the Coatls and flying in general. As for the Skink infantry: Tiqtaq'to is a regular Skink, so he has regular Skink units. The damage output of his army does not come from infantry. The Coatls can hide the Skink Cohorts and the Skirmishers are sneaky enough by themselves.
5) Nakai the Wanderer
Skink Priest (Heavens) on Stegadon
Skink Chief on Stegadon
Blessed Chameleon Skinks x2*
Chameleon Stalkers x2*
Blessed Kroxigors x4
Razordon Hunting Pack x3
Cohort of Huatl
Sacred Kroxigors x3
Feral Dread Saurian
*A few people advised that I remove the Saurus from the army, so I've replaced them with sneaky Skinks.
Nakai's army has a very predatory feel to it, but there are considerations with it. The Spirit of the Jungle campaign is flawed. While this army is not cheap, it is cheaper than other compositions, and I've selected the cheapest mount options for the heroes that doesn't leave them isolated, and the cheapest of the admittedly expensive Dread Saurians. Nakai's army also has to be good enough to survive without reinforcements for much of the campaign. Kroxigors are the one thing that Nakai buffs, so their inclusion is without question. The Razordons were given to Nakai because he needed some ranged utility, and they are a bit better in melee than their salamander counterparts, too. The Dread Saurians came with Nakai, but as stated, he has the cheapest for practicality and also because it fits slightly better lorewise with his horde role.
Saurus Scar-Veteran on Carnosaur
Blessed Temple Guard x2
Legion of Chaqua
Blessed Saurus Spears (Shields) x2
Blessed Saurus Warriors (Shields) x3
Cold One Spear Riders x3*
Bastiladon (Revivifaction Crystal) x3
Blessed Stegadon x2
*MiniaAr pointed out that Gor-Rok should have some Saurus cavalry, and I agree. He does provide upkeep reduction for Cold Ones.
Gor-Rok starts his campaign with Lord Kroak. With a Slaan in the army, a couple of units of Temple Guard are called for. Gor-Rok buffs Saurus and Temple Guard more than Kroq-Gar, so he received the RoR for the Saurus as well as more infantry in general. By having a majority of the army be infantry, the Bastiladon (Revivifaction Crystal) units are very useful to regenerate during the battle. The remaining dinosaur allotments really just help utilize the roster best.
Skink Oracle (automatically mounted on Troglodon)
Skink Chief on Terradon
Chameleon Stalkers x5
Blessed Chameleon Skinks x5
Terradon Riders x3
The Pale Death
Feral Troglodon x2
Oxyotl actually starts the game with the rather expensive Skink Oracle, but even if he didn't, it would fit best with him both thematically and mechanically. The Chameleon units are an obvious inclusion given that Oxyotl himself is a Chameleon Skink. The Troglodons came with Oxyotl and he buffs them decently. I had some gaps to fill after all of that, so I finally used the regular Terradon Riders and paired them with a Skink Chief hero, using the Coatl as the centerpiece unit of Oxyotl's small air force. He does buff the Coatl a bit. His shtick is quick insertions/battles and a swift retreat, and all of the units in this army list are capable of that.
Lay it on me! What are your thoughts? With seven Legendary Lords, roster utilization was a heavy influencer with my builds. The only units that I didn't use were Feral Cold Ones (they suck), unshielded Saurus (no point), and unblessed unit variants, the last of which should hardly count. The idea is to build the army with the regular units and swap them out for the blessed variants when possible.
My next project is to take another look at the Dwarfs now that we have Thorek, and then it is on to the Beastmen!
Wood Elves https://forums.totalwar.com/discussion/288448/my-take-on-thematic-army-compositions-wood-elves
Dark Elves https://forums.totalwar.com/discussion/293037/my-take-on-thematic-army-compositions-dark-elves
High Elves https://forums.totalwar.com/discussion/293966/my-take-on-thematic-army-compositions-high-elves