EditorialWD 320 · pp. 62–63
Jervis Johnson explains the organising principle behind the forthcoming Warhammer rulebook. Instead of beginning with abstract movement and combat rules and postponing setup, the new presentation teaches how to collect an army, establish the battlefield and play a complete game in a useful sequence. He presents the focused core game as a foundation for future army books and expansions, with room for players who enjoy exploring different styles of battle.
Warhammer Fantasy Battles
LoreWD 320 · pp. 66–67
The Lizardmen’s different castes are introduced through the duties left to them by the Old Ones. Saurus provide the army’s force and resilience, Skinks supply stealth, speed and poisoned harassment, and Chameleon Skinks take concealment further still. The ancient Slann combine immense magical ability with the memory of service to their vanished creators, giving the host a purpose beyond a collection of reptilian warriors.
Warhammer Fantasy BattlesLizardmen
TacticsWD 320 · p. 68
Pete Foley’s 1,998-point force uses a mass of Skinks, four lesser spellcasters and a set of powerful monsters to frustrate an opponent’s preferred fights. Poisoned missiles threaten even tough targets, while skirmishers and Terradons work around the flanks and flee through ground the enemy cannot negotiate as easily. Kroxigors and the Stegadon remain the solid threats that punish an attempt to force a conventional combat, making the army especially demanding to pin down.
Warhammer Fantasy BattlesLizardmen