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Total War: Warhammer II Game Guide by gamepressure.com

Total War: Warhammer II Game Guide

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About Lizardmen | Factions Total War: Warhammer II Guide

Last update: 22 November 2017

Lizardmen is the ancient race indigenous to Lustria, although they can also be found on other continents. In terms of their culture, they are similar to Aztecs.

About Lizardmen

Lizardmen have strong units, but their army can easily get out of control. The majority of their units, ranging from Saurus, which form the staple of their forces, to powerful beasts, such as Stegadons, or Carnosauruses, can break into fury during battle. As a result of that, they get out of control and attack nearby enemies.

Lizardmen have a considerable knowledge of magic. Their commanders, the Slanns, also are powerful mages and they are well-versed in one of three domains - (high magic, light and celestial). The most powerful is Mazdamundi, who is also one of the Legendary Lords of this race. Apart from that, Skink priests wield magic (domains of beasts and celestial).

Management in Lizardmen provinces can be enhanced thanks to Geomantic Network. Appropriate command of conquest and erecting appropriate buildings enhances the network, which makes for stronger effects of orders in provinces.

Lizardmen have an eqivalent of mercenaries from the previous installments at their dispposal. - About Lizardmen | Factions - Lizardmen - Total War: Warhammer II Game Guide
Lizardmen have an eqivalent of mercenaries from the previous installments at their dispposal.

Lizardmen can enlist free conscripts from hatchlings. By completing specific missions, Lizardmen can enlist additional units that are slightly different in their statistics, than the regular ones.

Lizardmen race enemies are Skavens. This secret race has spread mainly around Lustria and in the Southern Provinces, where Lizardmen start their campaign. They are also hostile towards Dark Elves and Greenskins. When it comes to the rest of the races, their relations with Lizardmen vary.

Available commanders

Just like in the case of each of the races available in the base version of the game, Lizardmen have two Legendary Lords. The choice of lord impacts the bonuses that your faction receives, as well as initially available units and abilities of the Legendary Lord himself. Additionally, they have different starting points, which affects difficulty level in the initial phases of the game. You can gain access to the other Legendary Lord during the campaign by entering a confederacy with his faction.

Lord Mazdamundi (Hexoatl faction) - the most powerful of Slanns wielding powerful magic. Apart from spells, he also has a number of both defensive and offensive abilities. Also, you can unlock a mount for him - Zlaaq, a powerful Stegadon. Thanks to the mount, Mazdamundi will also be highly powerful in melee. He starts the game in the North of Lustria, where he is surrounded by hostile races, such as Skavens, Greenskins, Dark Elves and even warriors from Norsca. His bonuses are mainly connected with magic, i.e. lower cost of building the Star Chamber, decreased cost of performing rites (one of them is required to recruit the Slann lord) and increased limit of Slanns. Additionally, his cost of upkeep of Temple Guards, i.e. his initial unit. The downside of this lord are lower diplomatic relationships with the majority of factions. His starting units are: Temple Guards and Bastiladon (Solar crystal). Temple Guards are Lizardmen elite infantry, one of few that do not break into fury during battle. Bastiladon is a monster that is a specialized artillery unit - he can both fire at the enemy at a distance and rush into direct battle.

Kroq-Gar (Last Defenders) - a powerful Lizardmen warrior. During the battle, they can mount large Carnosaurus and, he additionally has abilities that allow him to gain the upper hand in battle. He starts the game at the Eastern coast of Southern Lands and his main enemies are Skavens. The remaining nearby races, such as High Elves, Dwarves and other Lizardmen factions are rather amicable. All of his bonuses during campaign are connected with the army. Globally, this means decreased upkeep costs of all units. For his army, an additional bonus is the lower upkeep costs of Saurus Coldbloods, enhanced leadership for all units, increased armor, and enhanced leadership for all monster units, Additionally, his army has higher chances of carrying out an ambush. His starting units are Wild Stegadon and Kroxigors. Both of the units are strong monsters that will give you edge over your opponents, at the beginning of the campaign.

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