Such a race is clearly the king of edginess, signified by the unit names Bleakswords, Dreadspears and appearances. A lot of their enjoyment comes in the form of great campaign mechanics but their units are quite unique too. S — This list is campaign focused, making me able to rank them on overall effectiveness, instead of having to take cost-effectiveness into massive consideration although it still determines rankings slightly.
One of the best all-round units in the entire game, Shades bring a ton of usefulness to your army composition. Capable of acting as skirmishers, front-liners, back-line ranged infantry, you name it. Strong armor-piercing missiles make them a great choice if you require a ranged unit and can spare the gold. Great melee stats open the door for a number of strategies, or just for sending them into melee when they run out of ammunition. Combine this with the fact they have Stalk move hidden in any terrain and even Vanguard Deployment to end up with an amazing Dark Elf unit.
Both this entry and the previous one share a common trait, their flexibility. Reaper Bolt Throwers are the only artillery the Dark Elves need, as they can act as either anti-large or anti-infantry. You can switch between the firing types by selecting the unit while in-battle. Being the only artillery unit, it had to make the list in some form. Despite how insanely tanky these guys are, Cold One Dread Knights can destroy units as fast as more damage-focused cavalry.
Not just via combat capabilities, this unit causes fear and has the ability to chase down any fleeing opponents with ease. A base armor stat of is quite insane, especially when you factor in the fact they have shields. Taking a unit of Cold One Dread Knights down is no easy feat! When used correctly, Witch Elves are an insanely good unit. Bonuses vs infantry and armor-piercing damage grant them boons in close-quarters, as they inflict their enemies with the Madness of Khaine, causing them to rampage and ignore given orders.
As I mentioned though, focused ranged fire will deplete their ranks quickly so utilise them well! Honestly, this entry and the previous one could be considered joint entries. Witch Elves deal a lot more damage than Black Ark Corsairs but they favor defensive stability anyway. This unit still deals quite a lot of damage though, offering a cheaper alternative and much more front-line potential.
At no point throughout your campaign should you turn your nose up at some Black Ark Corsairs! A huge cost is justified by an exceptional tendency to demolish infantry units. Slow and bulky, Executioners will take their time getting to combat but when they do, all shall fall. Crazy high base damages with bonuses vs infantry and armor-piercing make this unit one of the best in the game against infantry. The only reason not to choose this unit is your budget, as they do cost gold to recruit and have a gold upkeep.Let's face it, because you like Dinosaurs and you like great looking models.
Lizardmen Core is extremely good. Saurus being tough and hard-hitting, Skinks filling many roles, acting as charge redirectors, harassing, shooting, scouting. Their elite infantry, Temple Guard, are complete murder in large packs and will roll over any infantry except the strongest units of Chaos Warriors.
They have diverse and extremely powerful monsters, one of the best spellcasters in the entire game and Saurus characters are perfectly designed to destroy enemy Lords and Heroes in a quick, confusing and bloody fight, all the while riding a T-Rex or a raptor.
Lizardmen used to dominate by sheer magic power, as Slann were incredibly overpowered, stealing the light from the mainstay of a good Lizardmen army: infantry that simply refuses to run away and deals terrible damage. Last but not least, Lizardmen are one of the greatest sights in the game because they usually consist of very colourful units, the minis are great with almost no exception, and the mix of reptilian Aztecs with giant blood-hungry dinosaurs is the tightest shit ever.
Note: Under the current edition, named characters tend to be overpriced. You can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.
Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army. As always, the Battalion Box is a good start. After that you will need to buy probably 2 more Saurus Warrior boxes unless you're going light on Saurus due to crippling fear of victory. Also the Skinks you get aren't really enough to run more than a single unit of skirmishers, so buy box of Skinks. The TG are also undersized so you might want to get another box to get them up to strength.
Mainly this gives you a smattering of units for a lower cost than buying the boxes and the amount you get in the boxed sets will be slightly less than what you need so there is no overflow Aside: it's a very minor thing, but the Cold One Cavalry sprue has decorative bits that can be used as jungle swarms 2 per 8 CoC, if you can rustle up some bases.
So if you want jungle swarms the 2nd Battalion may be better. Can give you some cheap hitting power and a way to hit a points limit in your initial games until you figure out what you want to buy to flesh out the army.
Getting a Slann is mandatory. No you can't just say "screw it" even if you never play with it. Not having a Slann will get you laughed at by every neckbeard who hears of your foolishness. If you want to start an army cheap and build up slowly, buy 1 box of Saurus and convert the 16th one to be something else eg Scar Vet.
This is a small army of about points. After that, buy another box of Saurus unless you want to go all Skink. Some people you know who you are think Lizardmen and specifically Saurusare a defensive army.Please register for Total War Access to use the forums.
If you're an existing user, your forum details will be merged with Total War Access if you register with the same email or username. Unless some of the new units are egregiously underpriced I will admit, this is completely possible given the track record I dont see why BRets are any more "screwed" than they currently are.
They'll crutch out on their hippos, as they've been doing. I think its the first super monster in game. I mean there really isnt a lot of them to begin with, whats the other, thunder lizards? Its simply something like 1. How u deal with drag, shags, same thing to saurian. Still gonna be net delete by way watch i guess. I could be reading this wrong, but are the Saurian's just uber-monster units?
Like we don't already have enough balance issues with big monsters that are either useless or unstoppable. I hope nakai wont give perfect vigour in multiplayer and only in sp, we don't need a kroak blob 2.
I honestly expect mounted dread saurian to drop any other monster in the game in a fight. Judging by TT stats only, Kholek should murder this oversized animal of course. But one does not simply underestimate the force of powercreep. How would a Dread Saurian trade with Kholek? Or would it trade similar to a Carnosaur because of the lack of anti-large? Also the page says the Dread Saurians will be the biggest thing in the game. Does this also include Kholek? I thought he was the biggest one lorefully.
Seeing this DLC, it really goes to show CA cares about Single player more than multi, just giving more units to factions that have HUGE rosters already and are very competitive Not that I am complaining if CA sees that route as better but just feels bad for many other smaller factions that the gap gets bigger and bigger. Discussions Activity Best Of Sign In. Welcome Please register for Total War Access to use the forums.
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Lizardmen unit roster
New units and characters: Nakai the Wanderer With high armour, health, melee attack and weapon strength, Nakai is a powerful brawler, well-suited to extended melee. He also grants bonus melee defence to, and reduces the recruitment and upkeep costs, of Kroxigors and Sacred Kroxigors in his army. With breathtaking weapon-damage and high armour, these towering walls of teeth and fury are versatile, elite-killing, melee behemoths, and are subject to Rampage. Dread Saurian Howdah Somewhat tamer than their feral cousins, though no less capable, these titanic beasts are ridden into battle by Skink skirmishers, and do not rampage.
Combining their terrifying melee power with four giant blowpipes and eight skinks hurling poisoned javelins, it is the ultimate multirole unit. Shredder of Lustria Dread Saurian Howdah — Regiment of Renown With rank nine stats, Encourage, and a passive hex aura reducing nearby enemy leadership, The Shredder of Lustria is truly a one-unit army — and comes with a pricetag to match.
Sacred Kroxigors These versatile and hard-hitting monstrous infantry are great all-rounders. With high weapon-strength and magical attacks, they can plough through against a greater variety of foes than standard Kroxigors. Razordon Hunting Pack Filling the air with deadly grapeshot-style volleys of armour-piercing fire, Razordon Hunting Packs are potent — and mobile — armoured infantry hunters.
Amaxon Barbs Razordons — Regiment of Renown Dealing poison damage, and heavily scaled for enhanced missile resistance, these Razordons are pinpoint shooters and make top-notch skirmishers. Post edited by yst on August August See my mobile hellblaster volley gun thread. Bretonnia is screwed.Home Discussions Workshop Market Broadcasts. Change language. Install Steam.
The best Total War: Warhammer 2 mods
Store Page. Global Achievements. So am I missing something here? And yet none of them will join with me, even when I add over 20, gold. Last edited by VideoVillain ; 17 Jan, am. The author of this topic has marked a post as the answer to their question. Click here to jump to that post.
Originally posted by Quinox :. Showing 1 - 15 of 22 comments. Darklordnj View Profile View Posts. Supposedly its the being allies part, something about it factoring into the power difference calculation that makes them more reluctant to cconfederate.
Try saving, breaking an alliance with the weakest one, and see if that changes things, otherwise, if things are as you say they are, idk. Are your allies strong compared to surrounding factions? Lizardmen seem to only engage in diplomacy when they absolutely have too. If theres no enemies threatening them they probably won't confederate.
But lets be honest the diplomacy in this game is hit and miss at the best of times but the Lizards are especially bad. Maybe try dragging them into a few wars to weaken them up bit.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Global Achievements. Fingolfin View Profile View Posts. Mortal Empires included. Showing 1 - 15 of 21 comments. Too big of a question. Typically it's the one considered the "leader" of the faction entire and is the first one advertised on the selection screen.
There are a few exceptions, but not that many, honestly. Originally posted by RCMidas :. Last edited by LeeJP ; 28 Sep, pm. For High Elves i'd say Alith Anar, for the Campaign Map he gets the ability to ambush attack like Skaven and also gets to teleport around too. Skaven i'd say Ikit Claw because of the buffs the hidden foundry give. Bretonnia I'd say The Fay Enchantress for her increased peasant bonus and her increased healing bonus.
Entropy View Profile View Posts. Last edited by Entropy ; 28 Sep, pm. Originally posted by Entropy :. Originally posted by Fingolfin :. Kaaz View Profile View Posts. Well, these are my opinion, of course. I don't know dwarves, wood elves or beastmen very well, so Empire: Gelt. He has a pretty bad lore of magic, but can spam so many spells from it at a borderline unrivalled rate that he can easily rack up body counts higher than people using better lores.
The fact he gives armor to Counts: Vlad. He doesnt have the magic firepower or mobility of Mannfred, but tanks almost everything, gives his entire army vanguard deployment and starts off with some fantastic units. Greenskins: Wuurzag. His early game is a bit tricky, but persevere a bit and you will find he can buff his savage orcs to be a straight upgrade over almost any other kind.After something specific? Completing quests in the early game is advisable.
These rituals channel energy from the Great Vortex swirling at the centre of the map to summon empire-wide boosts to their peoples. Given that the original purpose of the Vortex was to keep the forces of Chaos and evil away from the mortal realm, this inevitably leads to complications…. You see, when you commence a ritual, massive beams of energy will form between the Great Vortex and your three main cities.
This weakens the Vortex during rituals, causing the forces of Chaos to crop up around the land, and attack the cities where rituals occur, so be prepared. Your ritual beams will also be visible to other factions, who will try to disrupt your ritual.
This is a Ritual resource site, and building Troves there will generate plenty of Ancient Plaques per turn. Being something of a Reptilian Ethnic Nationalist no reflection on my real-world views, except maybe the Reptilian bitI opted to build up good relations with my fellow reptiles to the exclusion of other races, which eventually allowed me to form a confederacy with the tribe, merging them into my empire.
You can, of course, march an army down there and take it by force instead, but do consider the cost in resources and diplomatic relations. Regional climates now affect where you can settle your people. The Lizardmen are best suited to jungles, savannas, and deserts.
They suffer the heaviest penalties to public order, growth, and income for trying to settle wastelands, chaotic wastelands, or frozen regions. In short, think of climates where you would expect to find lizards in real life, and settle your Lizardmen there. The standout campaign mechanic for the lizardfolk is the Geomantic Web, a kind of magical power grid that stretches between the capital cities of provinces throughout the world. The stronger your web, the more effective your commandments, which, as in other Total War games, offer provincial and sometimes empire-wide boosts to your people.
So, how can that be done? The strength of the Geomantic Web is affected by a few factors. First up, in order for a Web node in a city to operate at its highest possible Geomantic strength, it needs to be connected to cities of equal or higher Geomantic strength. To strengthen the Web, you need to build Geomantic Pylons — and later Geomantic Spires and Loci — in cities connected by the web. If an adjacent settlement is held by another faction, the strength of its Geomantic Web link is determined by your relationship with them — the better your relations, the stronger the web node in a foreign city.
A unique stance to the Lizardmen however, is Astromancy, which is as close as you get to high-fantasy x-ray vision. It increases your chances of intercepting units moving around via the underway, decreases your own chance of being ambushed, and increases visibility. Each faction has a unique tech tree, with their own prerequisites for unlocking their disparate technologies. The Lizardmen have eight tech chains, each of which gets unlocked by constructing certain buildings.
But they also have two special tech chains — one halfway through the tech tree and one at the end — that you unlock by building certain mid-level buildings. Do you want to beef up your measly Skinks? Go down the Tablet of the Skinks chain. Want to focus on Growth and Industry? Then the Tablet of Monuments chain is the way to go.Two years since launch, the game has only received a couple of large expansion, and a couple of Lord Packs.
It took over a year for it to finally cross the threshold for us to make one of our DLC guides. Rise of the Tomb Kings is a massive expansion, adding the Land of the Dead in all its sandy and pyramid-y glory and tasking players to find five of the Nine Books of Nagash to gain complete control over the eternal unlife of its eponymous rulers.
Units require no upkeep nor incur recruitment costs but have caps that require the construction of certain buildings, allowing these faux-Egyptians to raise an entire 20 stack army in a couple of turns.NEW EMPIRE & LIZARDMEN UNITS! - Close ups & Stats - H&B DLC + FLC - Total War: Warhammer 2
Due to being a bunch of reanimate obsessed skeletons, Tomb King units are also impervious to morale loss and never rout, but unlike Vampires and their thralled brethren, retain enough independence and self-will to not immediately crumble to dust if their leader dies. Even better, the Tomb Kings have access to massive stone constructs that can wipe the floor with pretty much any flesh and blood monster in the Warhammer franchise.
Add to that four legendary lords, a unique Dynasty system to replace the research tree, and a RPG-like loot-crafting mechanic to equip your Lords, and Rise of the Tomb Kings proudly stands as not just the best DLC in the Total Warhammer franchise, but in Total War as a whole. Both Legendary Ladies are the heads of their respective factions, offering powerful bonuses based on their campaign performance.
The Everqueen leaves lingering effects through every province she passes, buffing the region and bolstering public order while gaining strength when Ulthuan is free from enemy control, while the Hag Queen needs to constantly kill thousands of slaves in ritualistic sacrifices in order to keep her youthful appearance and maximum power.
Those changes offer a higher degree of investment in the campaign than usual and are complemented by the new units quite well. The Druchii, on the other hand, can play with the Sisters of Slaughter -- poisoned whip-wielding lady gladiators that cause fear -- and the Doomfire Warlocks -- spellcasting magical cavalry that deals both magical and poisonous damage in melee.
The final additions are a High Elven Handmaiden Hero for Avelorn and a Supreme Sorceress army Lord for the Dark Elves, adding a bit more of asymmetry to what is overall a very balanced pack. Yes, if you are mainly an Elven player. Arr, the high seas. Unfortunately for all of us, the pirate themed expansion to Warhammer II has no ship battles, so… arrr, who doesn't love giant pirate armies fighting… on the land… like… regular… armies.
Curse of the Vampire Coast was one hell of a curveball, taking a very minor aspect of Warhammer lore and expanding it to mainstream status. It adds four new factions and their Legendary Lords to the game, from the crazed Luthor Harkon in Lustria to the mutant Aranessa Saltspite in Sartosa, and all of them are focused on living on the high seas with armies of undead people under their thumb.
The biggest differential for pirate factions is their possession of a legendary ship, the personal vessel of their legendary lord. The big boat serves as a mobile base, allowing players to upgrade buildings and churn out units anywhere, granting a degree of mobility matched only by horde armies.
Unlike horde armies, however, the undead pirates can conquer settlements or install Pirate Coves that syphon the money of nearby cities without any of the admin work, making this one of the versatile playthrough options one can have. The campaign also brings treasure maps for treasure, Infamy lists for stat bonuses, and cursed Pieces of Eight to unlock Regiments of Renown, keeping the pirate theme running strong.
Similar to the Empire in Warhammer Iplayers can also appoint Lords to positions in the hierarchy that benefit both that army and the faction, though loyalty is an ever present concern if you want to keep the scallywag in office.