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Lizardmen Strategy


WIP - some detail still missing, and needs tidying up, Melyn?

Summary:

Lizardmen have one of the highest str rosters available - 6 Str 4 Saurus, 1 Str 5 Kroxigor, and then 4 Str 2 Skinks/Chameleons

A point to note however is Lizard are not a bash team, and are very susceptible to the foul meta - Protecting your players from fouling by never leaving one solo, is extremely important, as is ensuring your skinks are not tied up by tackle pieces.

Strengths

  • Movement 6, Str 4
  • Movement 8 with Dodge skinks
  • Exceptional passing
  • Great positional players

Weaknesses

  • No Block to start
  • Skilled skinks get expensive and you will lose skinks
  • You cannot start with a Krox and 6 Saurus without sacrificing rerolls
  • In a league situation if you rush for Krox, you give away 150k of inducements quickly
  • Susceptible to tackle implosion early on if you face dwarf

Lizardmen Strategy

Lizards start with a hybrid roster, with 6 players with a str advantage against most, and 4-5 movement 8 pieces with dodge.

Your skinks are expensive to replace (60k base), however your team can function completely fine with 2 loner skinks, and 2 regular (this means you have to worry less about protecting them, as they WILL die)

Defensive Setup

The standard defence setup for Lizardmen is the “Cups” method

This prevents a blitz from hitting your skinks without basing a Saris, and also prevents any players getting behind the LOS for foul assists or hits

This setup also forces teams to take the edges. (this is however very situational based - if the opponent has SG/DP and higher movement, they can just blitz your more skilled saurus)

 -  -  -  -  -  -  S  K  S  -  -  -  -  -  - 
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 -  -  S  -  -  S  -  -  -  S  -  -  S  -  - 
 -  -  -  s  s  -  -  -  -  -  s  s  -  -  - 
 -  -  -  -  -  -  -  -  -  -  -  -  -  -  - 

S = Saurus K = Kroxigor s = Skink / Chameleon

Your most valuable skink should be in the most inner positions marked with an asterix *

This can be modified if the team is unlikely to foul you (also useful against agi teams who may try and force you back - This just gives you an extra safety space, meaning the opponent is unlikely to overstretch a blitz to hit the back 8 players (unless they are committing everything)

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 -  -  S  -  -  S  -  -  -  S  -  -  S  -  - 
 -  -  -  s  s  -  -  -  -  -  s  s  -  -  - 
 -  -  -  -  -  -  -  -  -  -  -  -  -  -  - 

For your first few games you probably won’t have a krox, so would need to use more of the Ship/boat setup

The Boat Defense

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 -  -  -  -  X  -  -  X  -  -  X  -  -  -  - 
 -  -  -  -  -  s  s  s  s  s  -  -  -  -  - 
 -  -  -  -  -  -  -  -  -  -  -  -  -  -  - 

Your LOS while you are skilling Saurus, should always be the least skilled saurus / least sp saurus - this is due to the increase chance of injury/death

Your Krox is there to take hits - if it dies and saves you from losing a saurus, then its done its job.

Anti-Speed Defense

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 -  -  -  -  -  -  -  -  -  -  -  -  -  -  - 
 -  S  -  -  S  -  -  -  -  -  S  -  -  S  - 
 -  s  -  -  -  s  -  -  -  s  -  -  -  s  - 
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Against Agi, you can also do semi elf screening, this protects your skinks, and holds up their movement a bit

If they have a frenzy piece DO NOT GO THIS CLOSE TO THE EDGE, they will set up so they can surf one of your wide sauruses, If you have Stand Firm, feel free. Ideally this would be later in the game where the opponent has 2 turns to score and you need to stall as long as possible

Chevrons

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 -  -  S  -  -  S  -  -  -  S  -  -  S  -  - 
 -  s  -  -  s  -  -  -  -  -  s  -  -  s  - 
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Another option is Chevrons, which unless you are against high movement opponents, protects your skinks this can be modified with your 2nd line one further back if the situation requires

Lizardmen Defensive Strategy

Against Bash Teams

Against Agi Teams

__Against Foul Teams_

Against Hybrid Teams

Lizardmen Offensive Strategy

Skinks are movement 8, you only need to be 4 squares into the opponents end to score, you also want to win 2-1, or 1-0, so there’s no need to rush and take risks unless you need to.

Think of the pitch as Squares and always ensure you have a safe spot to move to to protect the skink - You can use the other 3 skinks as screens / cages where needed (ideally the back 2 squares if you are caging, as these are least likely to be reached)

Lizards can swap sides at ease, with str 4 movement 6, and movement 8 skinks, it’s easy to force a slow moving opponent to one side, and then switch it up.

If you have a saurus tied up by a str 3 or 4 piece, blitz it free and allow yourself the freedom of moving around instead of stuck in a position. Try and keep them in pairs where possible - You don’t start with block, and an uphill with block or wrestle against you will be taken!

Don’t overstretch saurus - especially against a fouling team (undead/necro/khemri/halflings/snotlings/goblins) if someone’s on their own, they can’t break free, and can be fouled.

Your krox is a road block - Its str 5, and most teams will need to commit 3 players to hit it safely (they may risk with uphill if they have block however!) If it dies later on, who cares - its slow to skill up, and is just there to absorb punches (much like trolls/ogres) Try not to activate this every turn, and don’t hit with it unless you can get enough assists for 3D.

a Loner skink is just as good a screen as a normal skink - Don’t try and protect all 4 skinks, its really hard to do, often a loner skink provides the assist you need to get a saurus free (or prevent a foul)

Lizards aren’t really a fouling team - unless you get enough inducements for a keg + spare player(50k+80k) its not really worth doing - With only 4 ball handlers in the team, losing one due to a sending off (if it doesn’t cause a cas) is a huge loss.

People will target your skinks for SPP - Try not to let them get caught, or use them as bait to drag people out of position.

Scoring threats with skinks later in the drive are important - it forces your opponent to take risks to protect against other skinks that you may have no intention of using. be that making them split their defence both sides, or committing to one or another.

with a 3+ handoff (if you have RR) you can move 16 squares without a single go for it action,

Lizardmen Star Players

Boa Kon’sstriktr - 200k
MA 6, STR 3, AGI 3, PA 4, AV 9
Dodge, Hypnotic Gaze, Loner(+4), Prehensile Tail, Safe Pair of Hands, SideStep?

Look Into My Eyes: Once per game, if Boa starts his activation Marking an opposition player with the ball, he may roll a D6. On a 1, nothing happens. On a 2+, the opposition player loses possession of the ball, Boa immediately gains possession of the ball, and Boa's activation immediately ends.

Dribl/Drull - 190k (this is 2 players) Dribl
MA8, STR 2, AGI 3, PA 4, AV 8
Dirty Player+1, Dodge, Loner(+4), Sidestep, Sneaky Git, Stunty

Drull
MA8, STR 2, AGI 3, PA 4, AV 8
Dodge, Loner(+4), Sidestep, Stab, Stunty

A Sneaky Pair: Dribl & Drull must be hired as a pair and count as two Star Players. Additionally, whenever Dribl or Drull perform either a Stab or Foul action against an opposition player marked by both Dribl & Drull, they may apply a +1 modifier to the injury roll.

Imo the best star player for Lizards - 2 enhanced skinks for an extra 70k, and with a Sneaky Git, and effectively DP+2, meaning instead of an 8 or 9 to KO and a 10+ to CAS, it reduces this to a 8+ to CAS providing you pass the armour check before

Estelle La Veneaux - 190k
MA6, STR 3, AGI 3, PA 4, AV 8
Disturbing Presence, Dodge, Guard, Loner(4+), SideStep?

Baleful Hex: Once per game, at the beginning of Estelle's activation, choose an opposition player within five squares and roll a D6. On a 2+ the chosen player loses their Tackle Zone and cannot be activated until the end of the opposition's next team turn.

Not a mad fan of this, as a guard piece with armour 8 seems a huge target, and at 190k it’s expensive!, However being able to disable a player without 5 squares for 2 turns is huge (especially in the event of potato / last attempt rush without any backup)

Karla Von Kil - 210k
MA6, STR 4, AGI 3, PA 4, AV 9
Block, Dauntless, Dodge, Jump Up, Loner (4+)

Indomitable: Once per game, when Karla successfully rolls to use her Dauntless skill, she may increase her strength characteristic to double that of the nominated target of her Block action.

Glottl Stomp - 270k
MA6, STR 6, AGI 5, PA N/A , AV 10
Animal Savagery, Frenzy, Loner (4+), Mighty Blow (+1), Prehensile Tail, Stand Firm, Thick Skull

Primal Savegery!: Primal Savagery! will kick in once per game, when Glotl fails an Animal Savagery roll it may lash out an opposition player rather than a Team-mate.

Grombrindal 210k
MA5, STR 3, AGI 3, PA 4, AV 10
Block, Loner (4+), Dauntless, Mighty Blow (+1), Stand Firm, Thick Skull

Wisdom of The White Dwarf: Once per team turn, when one of Grombrindal's team-mates that is in an adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1), or Sure Feet skill until the end of their activation.

Mighty Zug - 220k
MA4, STR 5, AGI 4, PA 6, AV 10
Block, Loner (4+), Mighty Blow (+1)

Crushing Blow: Once per game, when an opposition player is Knocked Down as the result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armor roll. This modifier may be applied after roll has been made.

Zolcat the Zoat - 230k
MA5, STR 5, AGI 4, PA 5, AV 10
Disturbing Presence, Juggernaut, Loner (4+), Mighty Blow (+1), Prehensile Tale, Regeneration, Sure Feet

Excuse me, are you a Zoat? Once per game, when Zolcat is activated, he may gain the Hypnotic Gaze trait. You must declare this special rule is usedwhen Zolcatis activated.

Last update: July 12, 2024