The Lizardmen
I have noticed that there is a drought of Lizardmen tactics on
the web. Rejoice my scaled brethren; the long awaited rain has
come! The SlannYour Slann is the focal point of your army so
treat him like he is all-important, because he is. A Slann acts
as General, Standard Bearer, and Mage. The only good Slann to me
is a 3rd or 4th level Slann, you just can't trust all of that
responsibility to some wimp. Always equip him with a magical
weapon to defend with, a scroll to dispel with, a magic banner
for extra effectiveness, the amulet of Xapti (just incase), and a
spell familiar. I never have my Slann accompanied by another unit
simply because he can take care of himself. If your troops have
been deployed good you wont need to engage the Slann in battle
unless you want to. So always challenge a character your Slann is
fighting (unless the challenger has Executioners Axe Ouch!)
With two Slann on your side guaranties you control the magic
phase, which personally I like to do. One Slann with Battle Magic
the other High magic gives you a variety other armies lack.
Spread your Slann out to get more magic coverage on the field.
Dominating the field using your magical ability will
almost guarantee a clean victory.
Skinks Are Cool
Skinks are cool. Never let anyone tell you different. They move
so fast, and strike so hard occasionally I'm tempted to play an
all Skink army! Of course Skinks are meant to be mere support for
the "mighty" Saurus but an experienced
player will see different. Always equip Skinks with poison
(duh!). I equip my Skinks bows mostly because the plastic models
were cheaper and for the added range for keeping out of hand to
hand for a while. Try to include a Salamander
in your army, they often miss their target but when they hit they
kill big time. The $ tag attached to the Stegadon stopped me from
buying one for myself but after I used one at a tournament, I
liked them. The Always Slow Saurus