When i played the vampire coast Gor Rok was also the biggest threat no matter how big my gunline was or how many colossuses i had it was almost impossible to flatout kill him especially when he had all of his items.
It was Kroq-Gar sent by Mazdamundi via ancient hidden pathway who went there, kicked out the warmbloods and build Konquata. Nakai never went there in the Lizardmen rulebook I got with my models, but there could be more lore elsewhere.
@Gabriel Isaias A trick: spam your rubbish all over the place, then reply with your second account how great it works, and hope people fall for it. Your stuff might be great, but if you use false reviews by fake accounts on places that do not need it, it starts to smell like a giant steaming pile of sheit.... Also, screw you for going off-topic. Lizardmen will not fall for your Chaos tricks . Enjoy the report.
There is lore where nakai was sent to Albion to defend a temple. It was either a punishment or because the slan thought he was the only one who could do it... depending on what version of lore. Also he's my favorite lord to play in the game by far. But he does have one he'll a starting location XD
@@worldsbuffestloremaster From the tiny bit of Nakai lore in my rulebook, he truly was a wanderer, going as he pleased, but usually that pleased anyone who saw him appear, sometimes the only warning annattack was underway. So if a Slann sent him, that's new to me. But gotta say, its and old rulebook. He was not even fieldable back then, just a bit of lore as a basic idea to field your own created lord/ hero, but you needed consent from your opponent on his deployment as well as his stats.
The thing with Kroq Gar establishing relations with other lizardmen factions is that his quests teleport him to central Lustria and Fallen Gates, so you can contact Tehenauin and Mazdamundi as soon as the quests are accessible. I had Tehenauin confederated a Last Defenders before I even made it to the main desert
As a noob, I really needed this. Have no idea where to start for most races/which factions. Thanks for making the game more approachable through these videos!
Gor Rok has been my favorite Lord since implementation. He's so strong. Even without Lord kroak. But yeah, adding him into that mix is kind of dirty lol
A few comments on Nakai and Tehenhauin. Nakai is a lot of fun, IMO - if a difficult start isolated like he is. The biggest issues he has are diplomacy and economy - diplomatically the AI has issues with his vassal, and economically it's 'balanced' around being able to shake your vassal down for cash every few turns (which is tedious). If they fixed those two issues, he'd be great (if difficult). Tehenhauin deserved to have some talk of his lategame, IMO. Which is incredible - some of the followers you can get from his sacrifices let you stack global building cost reduction, which means that eventually every building you have will cost 0! Also, his skinks are more than fine early game, just build into them for his personal army and you won't miss the saurus until well after the first prophecy is over. Also, Mortal Empires can make it harder to complete the prophecy :/ They're both worth playing IMO, though due to difficulty they're probably further down like you put them.
In my Vortex campaign I really had to rush to be able to get to the last Skaven settlement in Lustria in order to get the last battles I needed for that part of the 2nd Prophecy. There are so many Lizardmen in Lustria they had killed all the Skaven before I could even get to them. My Mortal Empires campaign was close. I fought a total of 4 battles against Skaven from when I started the second prophecy to when I pacified Lustria. I was literally racing an Itza army to get to the Skaven forces to be able to fight. And I was only able to do it by sacking a settlement to get 2 battles before occupying it. There just weren't enough Skaven in Lustria to really make the prophecy reasonable in my two campaigns with Tehenhauin.
SFO makes changes to Nakais vassals that really work well, and make the ME campaign a blast. By the time of the Chaos invasion I had driven out most of the Norscans and supported the Empire in securing its borders against VC and WoC
Tehenauin is actually fine early on, i just used a couple bastilodon ark of sotek out front to break charges and blob up enemy units used the poison ability then charged in red crests and skink cohort after, it was a cheap cost effective army
I think Kroq-gar has one of the easiest starts in the game because you're in the corner and there's only one way to go so you can just keep rolling then transition into a beast focused army later on and faceroll the rest of your opposition.
After seeing LegendOfTotalWar´s methods of basically "never use 90% of the roster and spam the best units for cheese" its really nice to see you actually giving these units a place in the game, too. Are you going to make a video on the Units in the Lizardmen roster, that werent released when you made the Roster Guide, like the razordon?
I mean, on Legendary difficulty, its basically a requirement to cheese and doomstack, otherwise you get railroaded up the ass. But on lower difficulties, you can get away with using lower-tier units for some variety and fun.
Yeaaah I'm not too big on his advice either. I used his vids as a guide for my first ever Empire game and whilst I was winning a lot it was fucking dullllllllllll. Had much more fun mixing and matching my own armies.
@@jackbizzell7136 I mean in legendary battle difficulty your tier 5 infantry would struggle (and even lose) against archers so theres that. Thats why its advisable to play at legendary campaign but just normal difficulty battle to have a challenging campaign without using cheese too much
For Nakai: You can shake down your vassal for a few thousand gold every 3 or so turns via diplomacy, that's supposed to offset the lack of raiding stance.
I really didn't find Tehenhauins expensive Saurus a hindrance in my Hard/Hard campaign with him. In the campaign you KNOW Luthor Harkon will attack you if get caught up with her Skaven. So don't let him do that and you should attack first. After taking the starting Skaven settlement prepare for bringing the fight to the Vampirates. Javelin skinks are phenomenal at fighting the vampire coast. Skinks are fast so they can move around the zombie Deckhands and the gun mobs will only get one or two shots off which doesn't phase the Skinks. The Skinks make very short work of the gun mobs and then can assist the skinks tying up the Deckhands. The Jungle Swarm ability will kill any zombies and are great against artillery. Salamanders are great against bloated corpses and deck droppers. The Cult of Sotek is just ideally designed to fight The Awakened it seems. My experience was similar against Markus Wulfhart. The Skinks were fast so there wasn't much time for ranged attacks. The Skinks are relatively evenly matched against the empire infantry and kill the gun lines. Clan Pestilens is surrounded by DE, HE, and Itza and they've always just been at a stalemate against everyone else. So they never even noticed me while I was securing the northern part of Lustria and came South to finish them off. In all the Skinks were just about on par with all the enemy melee infantry that are in Lustria and then you get Tehenhauins buffs on top of that and they are even better. Don't bother with Red Crested Skinks. The Javelin Skinks are better because of their larger squad size and the shields.
I found that with the buffs to skinks - in Tehenhauin's army, at least - the Red Crested Skinks will be incredible and tear through enemy units after a few levels (I put the first few points for him into the skink redline). As a frontline I found them quite worth it on VH/H, and kept them around the whole game as his personal frontline (mixing in some kroxigors since they comboed nicely together) You really only need to have saurus warriors in your second army onwards, since those wouldn't get Tehenauin's personal buffs... but by that point you should have completed that first stage.
@@mattgopack7395 I had the RoR Red Crested Skink unit most of the game in my army. But I just found even they just died way to quickly and didn't seem to be as useful in the line as Javelin Skinks. Bringing 2 units of them to hide behind the line and charge the flanks of high armor targets is the best use I could find for them but in my entire campaign I only found them useful a couple of times while the rest of the time I felt another unit of Javelins would be better.
I just got the game, finally after a few years, and did the thing a new player shouldn’t do; I did a dwarf campaign first. Listened to a few of your guides on lizardmen, and finally started my Kroqgar campaign. Honestly, his starting position is awesome. I cleared the skavan, and allied myself with the small lizardmen faction (which by turn 20 wanted to confederate) and I allied myself with Khalida, and her and I are going after Malus. Defeating Malus early on is making Kroqgar rather insane early on...because defeating malus gives any lord 100 armor piercing. Since lizardmen don’t have much for armor piercing, I had Kroqgar with a full stack being followed by a two old one commanders. Took me three turns, but now I have three lords with 100 armor piercing. Can’t wait to get all three on carnosaur mounts. Quick thing I’ve learned that I haven’t had many people suggest as a campaign tip but I always have another lord accompanying my full stack legendary lord. That way the legendary lord can initiate a siege, and sack the city, and then (even after being involved in the battle as a reinforcement) still use my second lord to quickly occupy the city. Then I just spend 3 turns NOT taxing that province, and that usually outweighs the bad of reducing public order so much in one turn, but I get more solid gains per turn. That’s just me. If anyone has tips on lizardmen, please share. What are the hardest match ups for them? I assume it’s going to be armies that specialize in armor piercing, or tomb kings...who’s fight until they are all dead...dead again that is...
Having more lords together in a battle means they get their levels faster. They do not share it, each gets the max xp for a good battle. Tomb Kings are nice to fight: their main skeleton units are nice and slow. Even your Saurus units can outrun them. Let your Razordon units fire one or two volleys, turn, fall back, redeploy, fire again. No need to hold a fixed line, just outrun them while you use your ammo, magic and bound spells. When a unit is almost done, overrun it with your melee troups, and make sure no one survives, saves you from fighting the same army twice. Unless you are at the start and want more battles to level faster. Try to always shoot in the flank or rear, to avoid enemy shields. Having two ranged units close together means the enemy will face one, and the other can fire into unprotected bodies. Use the map. The entire map. No shame in running around the map 3 or 4 times, while all the time using your ammo and magic, untill the enemy lost half his number, and now your charges will break anything really fast. Also nice to lure the enemy in two directions with a split army, then run around them and charge half the enemy army with your full army. Use the terrain. Dinosaurs and cavalry have no debuff in water, as well as your Kroxigors and skinks. Enemy infantry however.... (unless aquatic units from Vampire Coast). Enemy monsters or cav, vs your infantry? Get into the woods, and have their charge broken due to trees blocking, as well as the 20% debuff for fighting in the woods. Razordon are great units. Good ranged damage, great speed, and ok melee. Only 1 turn to recruit, and not too expensive. They do not require a special building but can work almost like cavalry. Have 2 or three units fire on the enemy, with 2 or 3 more a bit back. When the enemy gets too close, have the front ones retreat behind the second line, and form up again. Then the second line falls back behind that, and sets up again. Once a unit breaks, let one unit chase it untill its destroyed, these guys are excelent at this because of their speed. Once all their ammo is spent, get your Saurus out of their hiding in the woods, and let them assault the enemy front. Once engaded, let your Razordon charge the enemy rear. They only have 24 in a unit, so be carefull, don't shove them into regular combat, they do not last that long. Charge them in and get out.
@@sjonnieplayfull5859 that was so freaking helpful! Thank you! I honestly didn’t know about the debuff for fighting in water or forest. I will now be using trees much more in my deployment options. That’s awesome! Hard part is, because I started with dwarfs I learned a very singular form of combat...and dwarf tactics are not the same as lizardmen, I’m discovering. My first battle against tomb kings I did so with the idea of just having a army that holds the line and chews threw enemies...however I’ve learned, that even though Saurus warriors are pretty good, their armor and attack is not like the dawi. Honestly, learning to deal with rampage was the hardest part of it. I was winning the battle, causing massive losses...but then their army wouldn’t break...having to fight them to the last skeleton means nearly all my stuff rampaged. I nearly lost the battle because of it...only thing that saved the battle was having enough winds of magic to use my skink to stop rampage. Will now be going in the direction of trying your razordon tactics, as soon as the loading screen finishes, and I have a shmokey lol. Again, much thanks! This is just a side note, but I think the lizardmen need a Quetzalcoatlus.
@@thethreeedgedsword7253 Rampage is not only bad, it does add 8 to melee def iirc. As long as they are in a good fight where they need to be, its ok to rampage. It does mean your troops are getting smashed to bits. Healthy Saurus do not rampage. Tomb Kings do not flee, but crumble can be better. If you can not spare a unit to chase an enemy, they will all return. Crumbling units will at least have taken some damage while their leadership is below zero. Make their leadership drop some more, and they disintegrate and are gone in a few seconds. Much faster then chasing a routing enemy, and they will not be around for the next battle at all. While they do not break, all other leadership elements count, or at least most. Since most skeletons cause fear, they are immune to fear causing enemies like your Kroxigors. Or well, immune to their fear, the maces will still break their bones. But flank charges still cause trouble, as do rear charges (pro tip: do both, since the leadership debuff stacks...) Being under artillery fire or ranged fire also lowers leadership, as well as being heavy outnumbered (pointwise) so if you can hit them with a Stegadon and some javelins, followed by a flank charge and a rear charge within 10 seconds, they will crumble as soon as you hit them. Normal skeletons don't have high leadership, so they can be taken out of action in little time, freeing your hands for the others. Use the map. No need to stand and hold the line. Just pull back out of reach until your ranged units have spent most of their ammo. Pro tip: save some poisoned ammo to debuff the enemy when you get into close combat. One poisoned dart will take out 24% of their stats for ehm... 10-15 sec, great to get the upper hand. Also useful to know: poison brings the enemy speed down, allowing you to run circles around them. Literally: pull back to the edge of the map, then to the corner and to the next corner, and figure out when to move in time before you really get cornered. Eating an elephant: one bite at a time. send fast units to the corners of the map. Usually the A.I. will split up its army and go after all parts of your army. Have your army hidden in one corner, and when the other four parts are far away, drop your entire army on that one quarter that came too close. Destroy them fast (remember crumble and disintegrate), then hide again before the rest of the enemy arrive. Have units go around them to the edge of the map again, and watch how the enemy diverts his army without thinking about your hidden units anymore. Pick your targets wisely: If one part of the enemy has more swordsmen skeletons, they are a good target for large units. The other part with more spearmen is a good target for your infantry. Having a Stegadon, Carnosaur or Bastillodon jump from one unit to the next also helps in keeping them busy and their lines disorganized. Pick the part of the enemy army that does not have the lord with them, so their leadership is low and they crumble faster. Hiding an elephant: Just use some trees. There are not many trees in the desert, but when they are around, you need just enough space to hide one unit, and deploy all others right on top of it. Bit cheesy, not too realistic, but twenty units can hide in a spot where only one fits. Large units can hide on steep hillsides or behind buildings/rocks. While deploying they do not get the hidden stat, but once the battle starts, any unit not being seen by the enemy is actually hidden. The A.I. reacts as if they are not there at all, and will happily chase those 3 or 4 fast units you sent out to distract and split them up. Classic move is have the full enemy army march in circles while your hidden mage drops a vortex in their midst every time they march past him. Hiding a Stegadon: put a Skink chief on top of him. This is a real Lizardmen specific tip. While leveling up, a Skink chief can opt for stealth, in the top line. 5% speed & hide in open field. Best thing is: unless fixed by now, this also works when he has a Stegadon mount. You might want to save the game before trying this out, but for me it works quite nice: having a Stegadon move to a flank, then blast them with huge bolts. A bolt usually does more damage when it passes through more models, and straight in the flank of a 4x15 block of skeletons is a LOT of broken bones... Then some units start marching towards him. I keep shooting at the flanks of those who do not. After a few shots, I order him to stop shooting (auto fire off all the time) and if the enemy is not too close, he becomes hidden again, and the A.I. starts marching towards my visible troops again. When his large ammo is finished, remember to put them on fire at will, since the small javelins (with poison!) seem to keep going... A Carnosaur can outrun an arrow... Or at least try... If you get a feral carnosaur, or better a lord/hero on a carnosaur, you could try to single out enemy ranged units. Unless they have a 360 fire zone, you can charge them without getting hit: approach from the front, so they prepare for you, but a bit to the side of their firing arc. Then, when you get into their firing range, run to the side, out of their firing arc, and force them to redeploy, set up, aim, and get jumped on by you. Holding the spacebar so you know where the enemy firing arc is at all times is quite useful here. Razordon are not meant for stand and hold battles. Their stats say they are good, but they have few models in a unit, so the number of hits and the total damage output are not that big, and the enemy can fight them with 3 or 4 soldiers each, meaning some will land hits in their sides, where melee defense is lower. Worse, their armor is not great, and only a few losses will cause their effectiveness to go down fast. So use their ammo, and when a unit breaks and runs, let them run the enemy down, but the only non-broken unit you can send them into is one with its backs turned, locked in combat. Charge in, fight a few seconds, and get out again. Coming from the right corner, they could surprise a ranged unit and crush them fast, but don't let them get caught by a melee unit that comes to their aid. You will find out soon enough how fragile these beast can be when you let yourself be distracted, then come back to them and see half the unit gone. Big trees are the strongest unit in the game... If the enemy is on defence and he has some artillery, go find a good, big tree within the enemy artillery range, and have a hero hide behind it. The enemy will keep shooting your hero, either hitting the tree, or nothing at all. Rare cases will graze your hero, or impact right next to him and do some aoe damage. Most of the time the enemy will be out of ammo before you take serious damage. Works with bolt throwers, Hellcanons, regular cannons... not tried them on any Skaven artillery, but guess they protect from that as well. Oh, and do not try this with mortars: You just need to keep your eye on them, see where they go, and dodge them manually. This is always an option when there are no big trees around, especially when you have a Carnosaur: have your Carnosaur run around just in firing range of artillery, and dodge everything. Can also be done with bowmen, pistoliers and anything ranged. Just heal your feral Carnosaur before he rampages, because some arrows WILL hit. I did this with a feral Carnosaur and a life Slann versus a full stack of Elgi... The knife ears became knife fighters in 15 minutes, and my Carnosaur only had to go back 3 times to get healed. After that, trampling anything without a beard became quite easy. Real cheese is boring... If you really want to cheese: If the enemy is on defense, they will come towards you once you launch two spells on them, or they get hit by one ranged unit (often one vortex spell is enough as well). But if you do not shoot them, you can first waste all their artillery ammo, then all their other ranged ammo, and when their spells are just debuffs, get within range of their mage and waste their mana as well. Then you can get really close to one unit on the flank and see if they dare charge you. If they do, turn and run, but not too fast. Stay ahead of them, but not too much, so they will stay eager and keep running. Run them around the map a bit until they are tired/exhausted and therefore combat ineffective, then lure them into a spot where your hidden melee units can jump on them from four sides. Use all buffs and debuffs your lord and heroes have to make it a quick and cheap victory, then send your Carnosaur back towards the enemy to lure the next unit. Once did this to a Chaos army. All their trolls and Chaos spawns were gone before I got bored and just fired the crap out of what remained :D This does not always work, sometimes a charging unit goes back to their main army after a few meters, and I only advise to do this in desperate battles. Then again, most desperate battles the enemy does not wait for you at all... Last thing, but very important: Gor Chaos!!!!
@@thethreeedgedsword7253 and again on the Razordon: their ranged attack is mostly armour piercing, meaning they can rip through Nekaheran warriors and Tomb Guard as easy as normal skeletons. Any enemy with a weakness to fire? Bring a Salamander unit. Does almost the same, but has explosions (pretty colours!) and all attacks(ranged and melee) count as fire, so 25% more damage against the lords and heroes of Tomb Kings, and any other unit that is officially bone-dry, watch their unit cards to find out. Tomb King weakness is their scripted heals. All units heal at the same moment, all three times. Focus your magic/ ranged on one unit to trigger their heals, and the other 19 units waste their heals at full health. Also nice if you can trigger those Ushabti spawns (they only spawn inside a visible unit) and then run away from them, let the 90 second pass and do a victory dance on their corpses. Sure beats your caster being chopped up....
This week I started a Last Defenders campaign in Vortex with Kroq-Gar. I was excited about it but I finally realize what everyone says about struggling with the Lizardmen economy. Even with Kroq-Gars Upkeep Reduction I really only can maintain his army on Hard/Hard. I completed the first Ritual but I'm scared to start the second one without a strong second army. I have a second stack but I can only afford to have a handful of Skink Javelins in it even with Kroq-Gars army mostly consisting of Saurus. I guess I never really noticed this because I have mostly played Tlaqua with Tiktaq'to. Tlaqua's focus on Terradons seems to mean all of my armies are much more effective while saving a lot of gold. Terradons are 25% cheaper than Saurus Warriors but in the faction will do much more to win battles.
Nakai can be powerful in his own way late in the campaign. He is the only Lizardman lord with the Ability to get any Blessed unit when ever he wants. He can spawn Ap missle units anywhere on the map with his ability. Hordes definately need a rework, but he is the less arduous of the hordes.
Personally I think nakai is a lot more powerful than he gets credit for, in the early game you can just leave strong or defended settlements and roam around heading straight to lustria for allies too
Nakai campaign can actually be Hella fun. Get rid of norsca them when rakart leavea his capital undefended take it. Got to lyonesse and mousillion and get tl both of their cities then go to ulthawan get sword of khaine kill all high elves then kill all dark elves after that rush huntmarshels expedition. As for favor of the old ones I go red green blue.
I haven't played since Rakart was added BUT I heavily disagree with Nakai's placement. His ME campaign is among my favourite ones and in fact my favourite for Lizardmen for a couple of reasons: 1. It's close to the old world instead of being the thousandth Lizardmen in Lustria/Totally-Not-Africa, meaning that you get some interesting matchups and different enemies to fight than normal lizardmen campaigns PLUS when Warhammer 3 comes out it will be one of the closest Warhammer 2 lords to the action, and probably the closest Lizardmen faction to the new content. 2. You don't have to worry about Lizardmen diplomacy, you may not have many friends nearby BUT you don't need friends when you can paint the entire vicinity your color and you have multiple choices of expansion. Wanna fight Norsca and then some Skaven, maybe Dwarves and Kislev? Go east. Wanna fight Bretonnia, the Empire, Wood Elves or Beastmen? Go south. Wanna fight teh HIgh Elves? Go to Ulthuan. Dark Elves maybe? Go West. 3. Don't have to manage settlements and worry about public order and climate. Nakai is probably the best horde faction alongside Vampire Coast and I mean this in the sense that they make being a horde actually good. Unlike Beastmen and Chaos it is actually fun and you don't have to do the sack-then-raze thing, instead you actually conquer settlements which provide you some passive income and you don't have to worry about them because they're very well defended as small and medium armies will most likely not be able to get them and the armies that could would probably be too busy trying to fight Nakai. Plus they give you bonuses to your faction which means by the time you defeat Norsca you'll be the strongest Big Boi in the region. This allows you to be very offensive which is strategically advantageous because you're the one that has the initiative, and if you need to stop and recover you have your vassal always near you which will allow you to heal quickly and you won't need to worry about being attacked because the garrisons are pretty damn good. 4. You're not stuck in a room with enemies, THEY are stuck in a room with you.
Honestly I put nakai at 4th. He doesnt need raiding and the vassal faction works better than awakening that chaos has and building armies for him is easy with the mech as nice and once he gets rolling after turn 15, he is nai unstoppable. Plus killing rakarth is easy, crushing him in the first 10 turns is easy. Tiktac and teh ate definently worse based on their mechanics and lack of power. Then again, I may just suck with them and nakai just sllows me to kill everything and not worry about my economy, so it may just be a good monkey brain approsch.
As nakai u have to hit and run on the campaign map in the early game, I really loved playing him cuz I don't have to spend time in managing a shit ton of cities. Just get in and fight and keep sacking
My personal favorites are kroq gar and tahenehuin. Kroq gar because he has grimlock as a mount which happens to be a carnosaur and tehenehuin because he has the sacrifices to sotek mechanic.
4:32 "Starting location is just suffering" Aye, aye. Wait till you see his location in the Vortex. It is even worse! You have to fight rats and High Queen Khalida to the west, in a desert, with the last province town reeeeally far away. Then the Blessed Dread hits you in the back from the east as he wrecks your only two allies. To the north, there are dwarves, to whom you have no legitimate way- only far, far north or through the Southern Wardens(who'll be consumed by the Blessed Dread before you get a chance to think of the dwarves). And of course the little rascals can get to you. And that's a lucky game- without Skrolk coming and appearing literally anywhere.
Nakai needs -30% recruitment for Kroxigor units and +25% weapon damage for Kroxigor units with the recruit rank upgrade and when defending +5 leadership & +5 to melee attack and defence (lords army)
I don't necessarily disagree with any of the rankings although I like Tiktaq'to the most. His Terradon focus limits his ability to take on more than one stack at a time because their power comes from their bombs and they only get one per battle. Where I disagree is the recommendation to move to Lustria. ONLY do that if you want to have no chance of ever completing the campaign. The Victory Conditions require Grimgor's faction to be destroyed. That will only happen if the player devotes your entire campaign to it. If you leave Lustria Grimgor will take over all of the mountains as well as the Badlands and the east consolidating all other Greenskin factions. That is the major downside of a Tlaqua campaign in ME.
All DLC LL of Lizardmen got the short end of the stick and thr FLC just kinda sucked as well, Id love to see some rework regarding the Geomantic Web and some buffs to the factions or LL since they pretty mediocre imo
I do have to say that I think Kroq Gar should have taken second. At least if you play eye of vortex campaign. His starting location is close enough where if you grab the golden throne early, you can immediately start allying with the other lizardmen. Having an entire army of saurus early on at half cost also helps. Ive wiped out 3 rat men factions by turn 10 with kroq gar. And unlocking Grymlok makes him a beast
I think Nakai is much better than he gets credit. He has one or the strongest snowball potentials in the game, and there is no other faction that I have conquered the entire world with faster than Nakai, by a lot. Horde replenishment is hugely valuable, the vassal faction gives him a bit of cash, but more importantly, prevents territories from falling to small armies, and are fantastic for early game. He can splinter off sub armies to corner and pin enemies, and can always easily just trade good units to armies with underdeveloped infrastructure. Paratrooping feral cold ones and razordons anywhere on the map is icing on the cake. He gets menace below with AP units, one melee, one ranged, and the cool tornado is pretty good, too. I'm not sure it's better than Gor Rok's pocket Kroak, but I definitely place him above Mazda at minumum.
I think that the placement of Tehenhauin is a little unfair. While it's true his starting location makes it difficult, especially for newer or less experienced players; Tehenhauin has the most potential of all the Lizardmen going into the late game, where most begin to plateau off. The huge upkeep cost for Saurus units is honestly not that big of an issue, seeing as melee units (saurus units are melee oriented) are trash in the more difficult game; the buffs that skinks receive from Tehenhauin more than makes up for it. Missile units like the salamanders will be the MVPs in harder difficulties and the skinks are cheap to recruit and upkeep, making them expendable as meatshields to allow the missile units to do their job. A single skink priest of the heavens lore or light lore will make the missile units look like chumps with the kill counts they'll bring, especially on ancient stegadon mounts. Plus, if you're doing to right, you'll replace the units with ancient stegadons and make a doomstack with that skink priest. His faction mechanics are by far much better than the other Lizardman factions. Yes it requires some progression, but a video that LegendofTotalawar did as of this comment being posted showed what the cult of sotek brings for lords like Mazdamundi that he would otherwise miss out on if not in that faction. At the end of the day, it's simply is about opinions; and what I have written is just that, an opinion.
Tehenhauin need more buffs for skinks and bastiladons, also need special building for skinks Lord Mazda need buffs for temple guard and stegadons Kroq gar need more buffs for carnos, saurus (maybe he gives buffs in offense and gor rok gives buffs for defense) Nakai need more buffs for his alligators ;)
I can tell you a guide for nakai. First when you play nakai don't declare war immediately on rakarth because that is just to plain stupid move now what are you going to do in first place now destroy the vanneheimlings itself before rakarth can second wait until rakarth leaves the albion he always leave albion itself to fight marienburg now if you play this correctly you can destroy rakarth and kill him getting that free trait. And my army composition that I will advise to you train is full on kroxigor just kroxigor then go to norsca destroy them that's all and also focus on blessing of itzl because it buffs kroxigor there's that and you can summon free razordon pack.
At first i was like 'wait, why is not tiktaq'to 2nd to last?', then i recalled that Tahenauin exists. Also not sure if I would put Gor'rok first. He is a great fighter that is almost impossible to kill but i feel that is all he brings to the table. His biggest perk is Lord Kroak. However Lord Kroak can be had by any Lizardmen faction, just not right at the start. Once Kroak is unlocked, Kroq-gar is just much much much better lord than Gor-rok. In fact even despite Lord Kroak I would put Kroq-Gar above Gor-Rok and on par with Mazdamundi. KroqGar allows you to field 2nd army VERY early and allows you to very quickly conquer lots of land due to his items granting a lot of global public order. Also if memory serves me right, Kroq-Gar start with Skink priest of Heavens which is a very good school of magic.
No... cody bonds was memeing,if i rremamr correctly he is in there, according to lore, to fight for control of the island in order to expand the lizardmen teritory. Theres a video on the lore of albion, i def recomand it
My Nakai campaign had him more than -10% recruitment cost on Krox plus a rite to beef them plus a research to cut costs more plus terror plus +10% damage for them with temples ect Also, he starts in either lustria or albion depending on which way you want to play (the lustria one has a mission to kill a bretonnian, dwarf, elf and human from the empires expedition) The vassal also has the best garrison early game, it just never improves. You can safely ditch them for the first 35 turns before the AI can take them down with one army. It just never seems that important to defend holdings that only net you a small amount, and are a distraction for your enemys. I just had to take out the main settlements my opponent held, if they took one or two whatever, I didnt sink time or money into building them up
With respect, you must not know how to play Nakai. I dont have any troubles with him. I prefer horde armies. And I've dominated 60% of the Mortal Empires map
You are the first person I've come across who doesn't seem to think beast lore is just about the worst magic in the game. Not saying you're wrong, just... not used to it.
I stopped listening after Tehenhauin being in 5th place...the bonuses he offers via sacrifices are so great and op he should be first hands down. Ever heard of -20% upkeep follower? Lizards struggle with money and this is absolutely the biggest thing for them. His start may be a bit rough but you don't need those Saurus warriors at all. He buffs skinks so much that they are viable up until the very late game. Tehenhauin should be 1st, Gor-rok 2nd, Kroq-gar 3rd, Mazda 4th, and Nakai with Tictaq tied on 5th place. I main lizardmen I completed several legendary campaigns with multiple lords and I know what I'm talking about. If you think Tehe is in 5th place then you haven't really played him yet :)
When i played the vampire coast Gor Rok was also the biggest threat no matter how big my gunline was or how many colossuses i had it was almost impossible to flatout kill him especially when he had all of his items.
Who would win, an action movie level amount of guns and ammunition or one angry white lizard
Lizardmen built a city on Albion in lore so it makes sense that Nakai would wander up there.
It was Kroq-Gar sent by Mazdamundi via ancient hidden pathway who went there, kicked out the warmbloods and build Konquata. Nakai never went there in the Lizardmen rulebook I got with my models, but there could be more lore elsewhere.
@Gabriel Isaias A trick: spam your rubbish all over the place, then reply with your second account how great it works, and hope people fall for it. Your stuff might be great, but if you use false reviews by fake accounts on places that do not need it, it starts to smell like a giant steaming pile of sheit....
Also, screw you for going off-topic. Lizardmen will not fall for your Chaos tricks . Enjoy the report.
@Zayne Angel Look, the second account from Gabriel. You too are as fake as the contents of your pants. Enjoy the report.
There is lore where nakai was sent to Albion to defend a temple. It was either a punishment or because the slan thought he was the only one who could do it... depending on what version of lore.
Also he's my favorite lord to play in the game by far. But he does have one he'll a starting location XD
@@worldsbuffestloremaster From the tiny bit of Nakai lore in my rulebook, he truly was a wanderer, going as he pleased, but usually that pleased anyone who saw him appear, sometimes the only warning annattack was underway. So if a Slann sent him, that's new to me. But gotta say, its and old rulebook. He was not even fieldable back then, just a bit of lore as a basic idea to field your own created lord/ hero, but you needed consent from your opponent on his deployment as well as his stats.
The thing with Kroq Gar establishing relations with other lizardmen factions is that his quests teleport him to central Lustria and Fallen Gates, so you can contact Tehenauin and Mazdamundi as soon as the quests are accessible. I had Tehenauin confederated a Last Defenders before I even made it to the main desert
As a noob, I really needed this. Have no idea where to start for most races/which factions. Thanks for making the game more approachable through these videos!
As a fellow noob, I agree. The game is less overwhelming to learn because of these videos. At least for me
Gor Rok has been my favorite Lord since implementation. He's so strong. Even without Lord kroak. But yeah, adding him into that mix is kind of dirty lol
A few comments on Nakai and Tehenhauin.
Nakai is a lot of fun, IMO - if a difficult start isolated like he is. The biggest issues he has are diplomacy and economy - diplomatically the AI has issues with his vassal, and economically it's 'balanced' around being able to shake your vassal down for cash every few turns (which is tedious). If they fixed those two issues, he'd be great (if difficult).
Tehenhauin deserved to have some talk of his lategame, IMO. Which is incredible - some of the followers you can get from his sacrifices let you stack global building cost reduction, which means that eventually every building you have will cost 0! Also, his skinks are more than fine early game, just build into them for his personal army and you won't miss the saurus until well after the first prophecy is over. Also, Mortal Empires can make it harder to complete the prophecy :/
They're both worth playing IMO, though due to difficulty they're probably further down like you put them.
In my Vortex campaign I really had to rush to be able to get to the last Skaven settlement in Lustria in order to get the last battles I needed for that part of the 2nd Prophecy. There are so many Lizardmen in Lustria they had killed all the Skaven before I could even get to them.
My Mortal Empires campaign was close. I fought a total of 4 battles against Skaven from when I started the second prophecy to when I pacified Lustria. I was literally racing an Itza army to get to the Skaven forces to be able to fight. And I was only able to do it by sacking a settlement to get 2 battles before occupying it.
There just weren't enough Skaven in Lustria to really make the prophecy reasonable in my two campaigns with Tehenhauin.
SFO makes changes to Nakais vassals that really work well, and make the ME campaign a blast. By the time of the Chaos invasion I had driven out most of the Norscans and supported the Empire in securing its borders against VC and WoC
Tehenauin is actually fine early on, i just used a couple bastilodon ark of sotek out front to break charges and blob up enemy units used the poison ability then charged in red crests and skink cohort after, it was a cheap cost effective army
I think Kroq-gar has one of the easiest starts in the game because you're in the corner and there's only one way to go so you can just keep rolling then transition into a beast focused army later on and faceroll the rest of your opposition.
After seeing LegendOfTotalWar´s methods of basically "never use 90% of the roster and spam the best units for cheese" its really nice to see you actually giving these units a place in the game, too.
Are you going to make a video on the Units in the Lizardmen roster, that werent released when you made the Roster Guide, like the razordon?
I mean, on Legendary difficulty, its basically a requirement to cheese and doomstack, otherwise you get railroaded up the ass. But on lower difficulties, you can get away with using lower-tier units for some variety and fun.
@@quickdrawmcgraw3567 or you could just download unit cap mods
@@sitnam9054 how does that change anything?
Yeaaah I'm not too big on his advice either. I used his vids as a guide for my first ever Empire game and whilst I was winning a lot it was fucking dullllllllllll. Had much more fun mixing and matching my own armies.
@@jackbizzell7136 I mean in legendary battle difficulty your tier 5 infantry would struggle (and even lose) against archers so theres that. Thats why its advisable to play at legendary campaign but just normal difficulty battle to have a challenging campaign without using cheese too much
For Nakai: You can shake down your vassal for a few thousand gold every 3 or so turns via diplomacy, that's supposed to offset the lack of raiding stance.
I really didn't find Tehenhauins expensive Saurus a hindrance in my Hard/Hard campaign with him.
In the campaign you KNOW Luthor Harkon will attack you if get caught up with her Skaven. So don't let him do that and you should attack first. After taking the starting Skaven settlement prepare for bringing the fight to the Vampirates.
Javelin skinks are phenomenal at fighting the vampire coast. Skinks are fast so they can move around the zombie Deckhands and the gun mobs will only get one or two shots off which doesn't phase the Skinks. The Skinks make very short work of the gun mobs and then can assist the skinks tying up the Deckhands.
The Jungle Swarm ability will kill any zombies and are great against artillery. Salamanders are great against bloated corpses and deck droppers.
The Cult of Sotek is just ideally designed to fight The Awakened it seems.
My experience was similar against Markus Wulfhart. The Skinks were fast so there wasn't much time for ranged attacks. The Skinks are relatively evenly matched against the empire infantry and kill the gun lines.
Clan Pestilens is surrounded by DE, HE, and Itza and they've always just been at a stalemate against everyone else. So they never even noticed me while I was securing the northern part of Lustria and came South to finish them off.
In all the Skinks were just about on par with all the enemy melee infantry that are in Lustria and then you get Tehenhauins buffs on top of that and they are even better.
Don't bother with Red Crested Skinks. The Javelin Skinks are better because of their larger squad size and the shields.
I found that with the buffs to skinks - in Tehenhauin's army, at least - the Red Crested Skinks will be incredible and tear through enemy units after a few levels (I put the first few points for him into the skink redline). As a frontline I found them quite worth it on VH/H, and kept them around the whole game as his personal frontline (mixing in some kroxigors since they comboed nicely together)
You really only need to have saurus warriors in your second army onwards, since those wouldn't get Tehenauin's personal buffs... but by that point you should have completed that first stage.
@@mattgopack7395 I had the RoR Red Crested Skink unit most of the game in my army. But I just found even they just died way to quickly and didn't seem to be as useful in the line as Javelin Skinks.
Bringing 2 units of them to hide behind the line and charge the flanks of high armor targets is the best use I could find for them but in my entire campaign I only found them useful a couple of times while the rest of the time I felt another unit of Javelins would be better.
That tarriff meme about Nakai and his “vassals” are so true. I feel like they are the ones controlling me
I just got the game, finally after a few years, and did the thing a new player shouldn’t do; I did a dwarf campaign first. Listened to a few of your guides on lizardmen, and finally started my Kroqgar campaign.
Honestly, his starting position is awesome. I cleared the skavan, and allied myself with the small lizardmen faction (which by turn 20 wanted to confederate) and I allied myself with Khalida, and her and I are going after Malus. Defeating Malus early on is making Kroqgar rather insane early on...because defeating malus gives any lord 100 armor piercing. Since lizardmen don’t have much for armor piercing, I had Kroqgar with a full stack being followed by a two old one commanders. Took me three turns, but now I have three lords with 100 armor piercing. Can’t wait to get all three on carnosaur mounts.
Quick thing I’ve learned that I haven’t had many people suggest as a campaign tip but I always have another lord accompanying my full stack legendary lord. That way the legendary lord can initiate a siege, and sack the city, and then (even after being involved in the battle as a reinforcement) still use my second lord to quickly occupy the city. Then I just spend 3 turns NOT taxing that province, and that usually outweighs the bad of reducing public order so much in one turn, but I get more solid gains per turn. That’s just me.
If anyone has tips on lizardmen, please share. What are the hardest match ups for them? I assume it’s going to be armies that specialize in armor piercing, or tomb kings...who’s fight until they are all dead...dead again that is...
Having more lords together in a battle means they get their levels faster. They do not share it, each gets the max xp for a good battle. Tomb Kings are nice to fight: their main skeleton units are nice and slow. Even your Saurus units can outrun them. Let your Razordon units fire one or two volleys, turn, fall back, redeploy, fire again. No need to hold a fixed line, just outrun them while you use your ammo, magic and bound spells. When a unit is almost done, overrun it with your melee troups, and make sure no one survives, saves you from fighting the same army twice. Unless you are at the start and want more battles to level faster. Try to always shoot in the flank or rear, to avoid enemy shields. Having two ranged units close together means the enemy will face one, and the other can fire into unprotected bodies.
Use the map. The entire map. No shame in running around the map 3 or 4 times, while all the time using your ammo and magic, untill the enemy lost half his number, and now your charges will break anything really fast. Also nice to lure the enemy in two directions with a split army, then run around them and charge half the enemy army with your full army.
Use the terrain. Dinosaurs and cavalry have no debuff in water, as well as your Kroxigors and skinks. Enemy infantry however.... (unless aquatic units from Vampire Coast). Enemy monsters or cav, vs your infantry? Get into the woods, and have their charge broken due to trees blocking, as well as the 20% debuff for fighting in the woods.
Razordon are great units. Good ranged damage, great speed, and ok melee. Only 1 turn to recruit, and not too expensive. They do not require a special building but can work almost like cavalry. Have 2 or three units fire on the enemy, with 2 or 3 more a bit back. When the enemy gets too close, have the front ones retreat behind the second line, and form up again. Then the second line falls back behind that, and sets up again. Once a unit breaks, let one unit chase it untill its destroyed, these guys are excelent at this because of their speed. Once all their ammo is spent, get your Saurus out of their hiding in the woods, and let them assault the enemy front. Once engaded, let your Razordon charge the enemy rear. They only have 24 in a unit, so be carefull, don't shove them into regular combat, they do not last that long. Charge them in and get out.
@@sjonnieplayfull5859 that was so freaking helpful! Thank you! I honestly didn’t know about the debuff for fighting in water or forest. I will now be using trees much more in my deployment options. That’s awesome!
Hard part is, because I started with dwarfs I learned a very singular form of combat...and dwarf tactics are not the same as lizardmen, I’m discovering. My first battle against tomb kings I did so with the idea of just having a army that holds the line and chews threw enemies...however I’ve learned, that even though Saurus warriors are pretty good, their armor and attack is not like the dawi.
Honestly, learning to deal with rampage was the hardest part of it. I was winning the battle, causing massive losses...but then their army wouldn’t break...having to fight them to the last skeleton means nearly all my stuff rampaged. I nearly lost the battle because of it...only thing that saved the battle was having enough winds of magic to use my skink to stop rampage.
Will now be going in the direction of trying your razordon tactics, as soon as the loading screen finishes, and I have a shmokey lol. Again, much thanks!
This is just a side note, but I think the lizardmen need a Quetzalcoatlus.
@@thethreeedgedsword7253 Rampage is not only bad, it does add 8 to melee def iirc. As long as they are in a good fight where they need to be, its ok to rampage. It does mean your troops are getting smashed to bits. Healthy Saurus do not rampage.
Tomb Kings do not flee, but crumble can be better. If you can not spare a unit to chase an enemy, they will all return. Crumbling units will at least have taken some damage while their leadership is below zero. Make their leadership drop some more, and they disintegrate and are gone in a few seconds. Much faster then chasing a routing enemy, and they will not be around for the next battle at all. While they do not break, all other leadership elements count, or at least most. Since most skeletons cause fear, they are immune to fear causing enemies like your Kroxigors. Or well, immune to their fear, the maces will still break their bones. But flank charges still cause trouble, as do rear charges (pro tip: do both, since the leadership debuff stacks...) Being under artillery fire or ranged fire also lowers leadership, as well as being heavy outnumbered (pointwise) so if you can hit them with a Stegadon and some javelins, followed by a flank charge and a rear charge within 10 seconds, they will crumble as soon as you hit them. Normal skeletons don't have high leadership, so they can be taken out of action in little time, freeing your hands for the others.
Use the map. No need to stand and hold the line. Just pull back out of reach until your ranged units have spent most of their ammo. Pro tip: save some poisoned ammo to debuff the enemy when you get into close combat. One poisoned dart will take out 24% of their stats for ehm... 10-15 sec, great to get the upper hand. Also useful to know: poison brings the enemy speed down, allowing you to run circles around them. Literally: pull back to the edge of the map, then to the corner and to the next corner, and figure out when to move in time before you really get cornered.
Eating an elephant: one bite at a time.
send fast units to the corners of the map. Usually the A.I. will split up its army and go after all parts of your army. Have your army hidden in one corner, and when the other four parts are far away, drop your entire army on that one quarter that came too close. Destroy them fast (remember crumble and disintegrate), then hide again before the rest of the enemy arrive. Have units go around them to the edge of the map again, and watch how the enemy diverts his army without thinking about your hidden units anymore. Pick your targets wisely: If one part of the enemy has more swordsmen skeletons, they are a good target for large units. The other part with more spearmen is a good target for your infantry. Having a Stegadon, Carnosaur or Bastillodon jump from one unit to the next also helps in keeping them busy and their lines disorganized. Pick the part of the enemy army that does not have the lord with them, so their leadership is low and they crumble faster.
Hiding an elephant: Just use some trees.
There are not many trees in the desert, but when they are around, you need just enough space to hide one unit, and deploy all others right on top of it. Bit cheesy, not too realistic, but twenty units can hide in a spot where only one fits. Large units can hide on steep hillsides or behind buildings/rocks. While deploying they do not get the hidden stat, but once the battle starts, any unit not being seen by the enemy is actually hidden. The A.I. reacts as if they are not there at all, and will happily chase those 3 or 4 fast units you sent out to distract and split them up. Classic move is have the full enemy army march in circles while your hidden mage drops a vortex in their midst every time they march past him.
Hiding a Stegadon: put a Skink chief on top of him.
This is a real Lizardmen specific tip. While leveling up, a Skink chief can opt for stealth, in the top line. 5% speed & hide in open field. Best thing is: unless fixed by now, this also works when he has a Stegadon mount. You might want to save the game before trying this out, but for me it works quite nice: having a Stegadon move to a flank, then blast them with huge bolts. A bolt usually does more damage when it passes through more models, and straight in the flank of a 4x15 block of skeletons is a LOT of broken bones... Then some units start marching towards him. I keep shooting at the flanks of those who do not. After a few shots, I order him to stop shooting (auto fire off all the time) and if the enemy is not too close, he becomes hidden again, and the A.I. starts marching towards my visible troops again. When his large ammo is finished, remember to put them on fire at will, since the small javelins (with poison!) seem to keep going...
A Carnosaur can outrun an arrow... Or at least try...
If you get a feral carnosaur, or better a lord/hero on a carnosaur, you could try to single out enemy ranged units. Unless they have a 360 fire zone, you can charge them without getting hit: approach from the front, so they prepare for you, but a bit to the side of their firing arc. Then, when you get into their firing range, run to the side, out of their firing arc, and force them to redeploy, set up, aim, and get jumped on by you. Holding the spacebar so you know where the enemy firing arc is at all times is quite useful here.
Razordon are not meant for stand and hold battles. Their stats say they are good, but they have few models in a unit, so the number of hits and the total damage output are not that big, and the enemy can fight them with 3 or 4 soldiers each, meaning some will land hits in their sides, where melee defense is lower. Worse, their armor is not great, and only a few losses will cause their effectiveness to go down fast. So use their ammo, and when a unit breaks and runs, let them run the enemy down, but the only non-broken unit you can send them into is one with its backs turned, locked in combat. Charge in, fight a few seconds, and get out again. Coming from the right corner, they could surprise a ranged unit and crush them fast, but don't let them get caught by a melee unit that comes to their aid. You will find out soon enough how fragile these beast can be when you let yourself be distracted, then come back to them and see half the unit gone.
Big trees are the strongest unit in the game...
If the enemy is on defence and he has some artillery, go find a good, big tree within the enemy artillery range, and have a hero hide behind it. The enemy will keep shooting your hero, either hitting the tree, or nothing at all. Rare cases will graze your hero, or impact right next to him and do some aoe damage. Most of the time the enemy will be out of ammo before you take serious damage. Works with bolt throwers, Hellcanons, regular cannons... not tried them on any Skaven artillery, but guess they protect from that as well. Oh, and do not try this with mortars: You just need to keep your eye on them, see where they go, and dodge them manually. This is always an option when there are no big trees around, especially when you have a Carnosaur: have your Carnosaur run around just in firing range of artillery, and dodge everything. Can also be done with bowmen, pistoliers and anything ranged. Just heal your feral Carnosaur before he rampages, because some arrows WILL hit. I did this with a feral Carnosaur and a life Slann versus a full stack of Elgi... The knife ears became knife fighters in 15 minutes, and my Carnosaur only had to go back 3 times to get healed. After that, trampling anything without a beard became quite easy.
Real cheese is boring...
If you really want to cheese: If the enemy is on defense, they will come towards you once you launch two spells on them, or they get hit by one ranged unit (often one vortex spell is enough as well). But if you do not shoot them, you can first waste all their artillery ammo, then all their other ranged ammo, and when their spells are just debuffs, get within range of their mage and waste their mana as well. Then you can get really close to one unit on the flank and see if they dare charge you. If they do, turn and run, but not too fast. Stay ahead of them, but not too much, so they will stay eager and keep running. Run them around the map a bit until they are tired/exhausted and therefore combat ineffective, then lure them into a spot where your hidden melee units can jump on them from four sides. Use all buffs and debuffs your lord and heroes have to make it a quick and cheap victory, then send your Carnosaur back towards the enemy to lure the next unit. Once did this to a Chaos army. All their trolls and Chaos spawns were gone before I got bored and just fired the crap out of what remained :D This does not always work, sometimes a charging unit goes back to their main army after a few meters, and I only advise to do this in desperate battles. Then again, most desperate battles the enemy does not wait for you at all...
Last thing, but very important: Gor Chaos!!!!
Totally agree kroc gar is the best out of the bunch just people dont know how to play that campaign
@@thethreeedgedsword7253 and again on the Razordon: their ranged attack is mostly armour piercing, meaning they can rip through Nekaheran warriors and Tomb Guard as easy as normal skeletons.
Any enemy with a weakness to fire? Bring a Salamander unit. Does almost the same, but has explosions (pretty colours!) and all attacks(ranged and melee) count as fire, so 25% more damage against the lords and heroes of Tomb Kings, and any other unit that is officially bone-dry, watch their unit cards to find out.
Tomb King weakness is their scripted heals. All units heal at the same moment, all three times. Focus your magic/ ranged on one unit to trigger their heals, and the other 19 units waste their heals at full health. Also nice if you can trigger those Ushabti spawns (they only spawn inside a visible unit) and then run away from them, let the 90 second pass and do a victory dance on their corpses. Sure beats your caster being chopped up....
This week I started a Last Defenders campaign in Vortex with Kroq-Gar. I was excited about it but I finally realize what everyone says about struggling with the Lizardmen economy. Even with Kroq-Gars Upkeep Reduction I really only can maintain his army on Hard/Hard. I completed the first Ritual but I'm scared to start the second one without a strong second army.
I have a second stack but I can only afford to have a handful of Skink Javelins in it even with Kroq-Gars army mostly consisting of Saurus.
I guess I never really noticed this because I have mostly played Tlaqua with Tiktaq'to.
Tlaqua's focus on Terradons seems to mean all of my armies are much more effective while saving a lot of gold. Terradons are 25% cheaper than Saurus Warriors but in the faction will do much more to win battles.
Nakai can be powerful in his own way late in the campaign. He is the only Lizardman lord with the Ability to get any Blessed unit when ever he wants. He can spawn Ap missle units anywhere on the map with his ability. Hordes definately need a rework, but he is the less arduous of the hordes.
agreed i love playing nakai and dominating lustria with him feels awesome
Personally I think nakai is a lot more powerful than he gets credit for, in the early game you can just leave strong or defended settlements and roam around heading straight to lustria for allies too
Recently finished a Gor-Rok short mortal empires Campaign, glad to see him at the top! Also
Nakai campaign can actually be Hella fun. Get rid of norsca them when rakart leavea his capital undefended take it. Got to lyonesse and mousillion and get tl both of their cities then go to ulthawan get sword of khaine kill all high elves then kill all dark elves after that rush huntmarshels expedition. As for favor of the old ones I go red green blue.
Just defeat Rakadth immediately like i did.
Why in albion?
Cause his quest is over there!!!!
I haven't played since Rakart was added BUT I heavily disagree with Nakai's placement. His ME campaign is among my favourite ones and in fact my favourite for Lizardmen for a couple of reasons:
1. It's close to the old world instead of being the thousandth Lizardmen in Lustria/Totally-Not-Africa, meaning that you get some interesting matchups and different enemies to fight than normal lizardmen campaigns PLUS when Warhammer 3 comes out it will be one of the closest Warhammer 2 lords to the action, and probably the closest Lizardmen faction to the new content.
2. You don't have to worry about Lizardmen diplomacy, you may not have many friends nearby BUT you don't need friends when you can paint the entire vicinity your color and you have multiple choices of expansion. Wanna fight Norsca and then some Skaven, maybe Dwarves and Kislev? Go east. Wanna fight Bretonnia, the Empire, Wood Elves or Beastmen? Go south. Wanna fight teh HIgh Elves? Go to Ulthuan. Dark Elves maybe? Go West.
3. Don't have to manage settlements and worry about public order and climate. Nakai is probably the best horde faction alongside Vampire Coast and I mean this in the sense that they make being a horde actually good. Unlike Beastmen and Chaos it is actually fun and you don't have to do the sack-then-raze thing, instead you actually conquer settlements which provide you some passive income and you don't have to worry about them because they're very well defended as small and medium armies will most likely not be able to get them and the armies that could would probably be too busy trying to fight Nakai. Plus they give you bonuses to your faction which means by the time you defeat Norsca you'll be the strongest Big Boi in the region. This allows you to be very offensive which is strategically advantageous because you're the one that has the initiative, and if you need to stop and recover you have your vassal always near you which will allow you to heal quickly and you won't need to worry about being attacked because the garrisons are pretty damn good.
4. You're not stuck in a room with enemies, THEY are stuck in a room with you.
Honestly I put nakai at 4th. He doesnt need raiding and the vassal faction works better than awakening that chaos has and building armies for him is easy with the mech as nice and once he gets rolling after turn 15, he is nai unstoppable. Plus killing rakarth is easy, crushing him in the first 10 turns is easy.
Tiktac and teh ate definently worse based on their mechanics and lack of power. Then again, I may just suck with them and nakai just sllows me to kill everything and not worry about my economy, so it may just be a good monkey brain approsch.
"Tiktaq'to is always on his ripperdactyl"
Teradon: are you a joke to me?
Your going to need to update this after the next and final DLC for Total war warhammer 2
I'm sure this is gonna be as spot on as the dark elves ranks.
As nakai u have to hit and run on the campaign map in the early game, I really loved playing him cuz I don't have to spend time in managing a shit ton of cities. Just get in and fight and keep sacking
My personal favorites are kroq gar and tahenehuin. Kroq gar because he has grimlock as a mount which happens to be a carnosaur and tehenehuin because he has the sacrifices to sotek mechanic.
YESSS! More lizards!
4:32 "Starting location is just suffering"
Aye, aye. Wait till you see his location in the Vortex. It is even worse!
You have to fight rats and High Queen Khalida to the west, in a desert, with the last province town reeeeally far away. Then the Blessed Dread hits you in the back from the east as he wrecks your only two allies. To the north, there are dwarves, to whom you have no legitimate way- only far, far north or through the Southern Wardens(who'll be consumed by the Blessed Dread before you get a chance to think of the dwarves). And of course the little rascals can get to you. And that's a lucky game- without Skrolk coming and appearing literally anywhere.
can't wait for when he ranks beastmen worst to best
Nakai needs -30% recruitment for Kroxigor units and +25% weapon damage for Kroxigor units with the recruit rank upgrade and when defending +5 leadership & +5 to melee attack and defence (lords army)
When did ark or Sotek become an artillery unit ?
I don't necessarily disagree with any of the rankings although I like Tiktaq'to the most. His Terradon focus limits his ability to take on more than one stack at a time because their power comes from their bombs and they only get one per battle.
Where I disagree is the recommendation to move to Lustria. ONLY do that if you want to have no chance of ever completing the campaign.
The Victory Conditions require Grimgor's faction to be destroyed. That will only happen if the player devotes your entire campaign to it. If you leave Lustria Grimgor will take over all of the mountains as well as the Badlands and the east consolidating all other Greenskin factions.
That is the major downside of a Tlaqua campaign in ME.
All DLC LL of Lizardmen got the short end of the stick and thr FLC just kinda sucked as well, Id love to see some rework regarding the Geomantic Web and some buffs to the factions or LL since they pretty mediocre imo
The Lizardman DLC and the Skaven DLC were both designed by Ikit Claw himself.
Great content. Subbed.
I do have to say that I think Kroq Gar should have taken second. At least if you play eye of vortex campaign.
His starting location is close enough where if you grab the golden throne early, you can immediately start allying with the other lizardmen.
Having an entire army of saurus early on at half cost also helps. Ive wiped out 3 rat men factions by turn 10 with kroq gar. And unlocking Grymlok makes him a beast
nakai in immortal empires seems to be improved
This is a faction ranking not legendary lord ranking
Good words. Nice words
I started lizardmen as gor rok but I have no idea which direction to expand in, skaven and vampires are everywhere.
Commenting for the algorithm
when are you gonna update the other faction guides???
I think Nakai is much better than he gets credit.
He has one or the strongest snowball potentials in the game, and there is no other faction that I have conquered the entire world with faster than Nakai, by a lot.
Horde replenishment is hugely valuable, the vassal faction gives him a bit of cash, but more importantly, prevents territories from falling to small armies, and are fantastic for early game. He can splinter off sub armies to corner and pin enemies, and can always easily just trade good units to armies with underdeveloped infrastructure. Paratrooping feral cold ones and razordons anywhere on the map is icing on the cake. He gets menace below with AP units, one melee, one ranged, and the cool tornado is pretty good, too.
I'm not sure it's better than Gor Rok's pocket Kroak, but I definitely place him above Mazda at minumum.
I think that the placement of Tehenhauin is a little unfair. While it's true his starting location makes it difficult, especially for newer or less experienced players; Tehenhauin has the most potential of all the Lizardmen going into the late game, where most begin to plateau off. The huge upkeep cost for Saurus units is honestly not that big of an issue, seeing as melee units (saurus units are melee oriented) are trash in the more difficult game; the buffs that skinks receive from Tehenhauin more than makes up for it. Missile units like the salamanders will be the MVPs in harder difficulties and the skinks are cheap to recruit and upkeep, making them expendable as meatshields to allow the missile units to do their job. A single skink priest of the heavens lore or light lore will make the missile units look like chumps with the kill counts they'll bring, especially on ancient stegadon mounts.
Plus, if you're doing to right, you'll replace the units with ancient stegadons and make a doomstack with that skink priest. His faction mechanics are by far much better than the other Lizardman factions. Yes it requires some progression, but a video that LegendofTotalawar did as of this comment being posted showed what the cult of sotek brings for lords like Mazdamundi that he would otherwise miss out on if not in that faction. At the end of the day, it's simply is about opinions; and what I have written is just that, an opinion.
So, where would you place Oxyotl? :)
Tehenhauin need more buffs for skinks and bastiladons, also need special building for skinks
Lord Mazda need buffs for temple guard and stegadons
Kroq gar need more buffs for carnos, saurus (maybe he gives buffs in offense and gor rok gives buffs for defense)
Nakai need more buffs for his alligators ;)
I can tell you a guide for nakai. First when you play nakai don't declare war immediately on rakarth because that is just to plain stupid move now what are you going to do in first place now destroy the vanneheimlings itself before rakarth can second wait until rakarth leaves the albion he always leave albion itself to fight marienburg now if you play this correctly you can destroy rakarth and kill him getting that free trait. And my army composition that I will advise to you train is full on kroxigor just kroxigor then go to norsca destroy them that's all and also focus on blessing of itzl because it buffs kroxigor there's that and you can summon free razordon pack.
Agreed 💯
At first i was like 'wait, why is not tiktaq'to 2nd to last?', then i recalled that Tahenauin exists.
Also not sure if I would put Gor'rok first. He is a great fighter that is almost impossible to kill but i feel that is all he brings to the table. His biggest perk is Lord Kroak. However Lord Kroak can be had by any Lizardmen faction, just not right at the start. Once Kroak is unlocked, Kroq-gar is just much much much better lord than Gor-rok. In fact even despite Lord Kroak I would put Kroq-Gar above Gor-Rok and on par with Mazdamundi. KroqGar allows you to field 2nd army VERY early and allows you to very quickly conquer lots of land due to his items granting a lot of global public order. Also if memory serves me right, Kroq-Gar start with Skink priest of Heavens which is a very good school of magic.
I enjoy hordes. I mod them to not be shit, but after that they’re great. 😂
The empire Lord
Just because gor roks is the easiest campaign does not make him the best lord kroc gar campaign effects stomp on gor rok
I thought nakai was in Albion cause mazdimundi telephoned him there as a joke. Also, called it Gor'rok is top with his buddy lord kroak bomb dropper.
No... cody bonds was memeing,if i rremamr correctly he is in there, according to lore, to fight for control of the island in order to expand the lizardmen teritory. Theres a video on the lore of albion, i def recomand it
Was there an update in the last year? I feel like there’s a new chameleon lord that I saw DLC for but he’s none of these
Yeah it came out like a few months after this vid. I tend to have this curse where the faction I make a guide for changes moments after
In my opinion, Mazdamundi is first place and everyone else is TRASH. Even though I have never played the game lmao; flying thicc bois all the way
This was a joke, Karen. Now stop thinking what to type to spite me
I'd really like to know if this list order has changed for TWW3.
I'd say nakai would be closer to the top but this list was so wack in the first place that I don't even know what they'd come up with.
Theres another one coming soon so that's another video you'll be having to make
My Nakai campaign had him more than -10% recruitment cost on Krox plus a rite to beef them plus a research to cut costs more plus terror plus +10% damage for them with temples ect
Also, he starts in either lustria or albion depending on which way you want to play (the lustria one has a mission to kill a bretonnian, dwarf, elf and human from the empires expedition)
The vassal also has the best garrison early game, it just never improves. You can safely ditch them for the first 35 turns before the AI can take them down with one army.
It just never seems that important to defend holdings that only net you a small amount, and are a distraction for your enemys.
I just had to take out the main settlements my opponent held, if they took one or two whatever, I didnt sink time or money into building them up
Huh? Wheres the wedgie God Oxylotl
With respect, you must not know how to play Nakai. I dont have any troubles with him. I prefer horde armies. And I've dominated 60% of the Mortal Empires map
I don't think it's fair to factor in starting location, since this is a ranking of the Lord not the faction as a whole.
Nakai is the best lore wise
You are the first person I've come across who doesn't seem to think beast lore is just about the worst magic in the game. Not saying you're wrong, just... not used to it.
Lizard moses is the strongest lord in the game.
najlepiej :)
I like nakai the best
I like nakai the wanderer kroq gar and gorok the others are trash
the strongest lizardman in lore (physically) is the weakest in the game. yup that's game logic for you.
But the strongest in general's still mazdamundi tho
I stopped listening after Tehenhauin being in 5th place...the bonuses he offers via sacrifices are so great and op he should be first hands down. Ever heard of -20% upkeep follower? Lizards struggle with money and this is absolutely the biggest thing for them. His start may be a bit rough but you don't need those Saurus warriors at all. He buffs skinks so much that they are viable up until the very late game. Tehenhauin should be 1st, Gor-rok 2nd, Kroq-gar 3rd, Mazda 4th, and Nakai with Tictaq tied on 5th place. I main lizardmen I completed several legendary campaigns with multiple lords and I know what I'm talking about. If you think Tehe is in 5th place then you haven't really played him yet :)
Great content. Subbed.