Disappointed with Lizardmen...

By swingjunkie, in Warhammer: Invasion The Card Game

There seems to be alot of synergy here, but there's really not. You need ways to deal small doses of damage to your men for them to work- something order doesn't have. I guess they could kind of hold down the unit control fort for order, but even then you need a little work for them to fire off. Hopefully they'll get flushed out in the next cycle, but right now I'm a little sad. Am I missing something?

They played ok for me. I paired them with high elves and used Loremasters to trigger the savage.

I suspect that they will be much like the Skaven at first. A few synergies here and there, but the good stuff won't show up until the battle packs, I'm sure.

swingjunkie said:

I guess they could kind of hold down the unit control fort for order

Personally, when enough lizardmen arrive to try it, I'd like to get a HE/Lizard combo going hit myself for a few points so units like the carnosaur rider can do 3 dmg. Then heal up, and do dmg with the tower, then repeat.

I don't think there is quite enough in the box to do that, but I suspect the next BP cycle will be augment the lizards and undead to where they are rolling along just like the Skaven.

Good with Loremaster in the HE version...Maybe you can splash some dwarve for Blessing of Valaya....

Warrior Priests for Empire are a good choice if the single damage isn't enough for the oppo's stuff...Same issue for Defend the Border...

Other examples are Lure them out and Master Rune of SPite...

Against small Units these suggestions are totally useless, though...

I love them, yes they need as much work as any race just starting out but off to a great start imo. However i'll take the oportunity to remark what I was disappointed with was the % of Lizardmen & Undead in the expansion - less than 50% unique cards combined...I was expecting closer to 75-80% - the expansion is about them after all!

That being said, i've proxied & playtested some proto-lizard decks. There are a bunch of cards that could work their way in, and i suspect that by the time they've been out for a little bit we'll see mostly HE/Lizardmen & Dwarf/Lizardmen, the latter being more powerful for now. But what I've noticed particularly:

Got going for it:

- order. (access to resource engines, support removal)

- Lizardmen should have an easy time getting rid of enemy units

- plenty of HE cards to heal units on a consistent basis, both permanant & tactics: the Initiate of Saphery, Greater Heal, Tear of Isha.

- HE cards that work off healing now have a efficient vessel: Glittering Tower, Isha's Gaze

- enough ways to redirect damage & self-damage Savage units: Temple Guard / Blessing of Valaya, Skinks of Sotek / Loremaster of Hoeth, Ancient Waystone (if using HE and spells - Isha's Gaze, Tear of Isha, Greater Heall all count), Loqtza / Born Predators sometimes, Surprise Assault, and the Grandaddy Master Rune o' Spite, which applies with order's (& lizardmen) low power:hp ratio units.

- ways to increase HP - Blood Shrine of Sotek, Dragonmage Awakening

- Could also bolster indirect damage with Surprise Assault / Elven Warship / From Beneath the Waves as an augment.

But on the other hand:

- Savagely nerfed by BT decks without enough support removal: lizardmen kill themselves

- dwarves have resource engine, demolition & MR of spite, the only Order analog to pestilence which is important to have as a board clearer since it'll hurt them more except on mirror match - so probably makes more sense to use the Dwarf capital board. Competitively will probably be more successful as a twist on a dwarf "grudge" deck than a new HE type i imagine

- some 3 &4 cost Savage units would be nice

- could be a challenge to deal enough damage to the capital fast enough with the low power stats once you have a clear attack - most Lizardmen are docile on their own when attacking unopposed. So something to pump them up or indirect damage is needed.