The Mage-Priests foretold the game of Blood Bowl thousands of years before it was discovered by the Dwarf Roze-El. So it is no surprise that the Lizardmen play Blood Bowl. Providing an odd blend of dexterity and strength, the Lustrian team can almost last the distance against a power team such as Chaos, while remaining able to pull off the running plays of the Skaven.
|QTY||Position||Cost||MA||ST||AG||PA||AV||Skills & Traits||Pri||Sec|
|0-2||Chameleon Skink||70k||7||2||3+||3+||8+||Dodge, On the Ball, Shadowing, Stunty||A||GPS|
|0-1||Kroxigor||140k||6||5||5+||–||10+||Bone Head, Londer (4+), Mighty Blow (+1), Prehensile Tail, Thick Skull||S||AG|
|Special Rules||Lustrian Superleague|
Lizardmen Team Overview:
Lizardmen teams have an unusual mix of speed, strength and agility. The Saurus players have high strength and speed, but they can’t dodge or handle the ball very well. The Skinks are very fast, can move about the pitch well, though are weak, low armoured and terrible as passing. The key to this team is to use the two player types to support each other. They have the ability to score quickly and the strength to hold off bashing teams and hit agile ones.
They suffer from the fact they have very little in regard to starting skills and the Saurus can be very slow to develop. If you don’t use them in combination well you may get into trouble. Should the other team be allowed to keep attacking the Skinks you have no chance to handle the ball. If you run the ball away from the protection of the Saurus they may get tied up and be unable to keep up.
For a beginner they can be quite tricky, not great at handling the ball and don’t have the skills for reliable blocking to compliment the strength. If you let the team get split up on the pitch the opposing team can pick on the Skinks.
Lizardmen Team Strengths:
- Half the team is strong and high armoured
- Dodge and Stunty
Lizardmen Team Weaknesses:
- Half the team is weak and fragile (stunty)
- Lacking good starting skills
- Very poor at passing