The BEST lizardmen mod, among with The Broken Crystalback mod in WH3 now. Also goes well with Mixu's lords Tetto'ekko and Huinitenuchtly. Units looks amazing, fit in naturally, lord changes feel like something that's needed - all that without mod feeling like it's way too much. Funny how modder himself agreed that changing the geomantic web into something fun is beyond his capabilities and it has to be reworked from scratch.
@@liofalba you all are way too overdramatic. There's a whole bunch of factions with worse mechanics. Like Empire, Counts, Dwarfs and High Elves. With their mods being either questionable or just adding more useless units as well. Simply bringing in another interface button with questionable benefit or an ability to buff units to the point of gameplay becoming brain-dead like Ikit the Shit isn't a well-thought mechanic.
@@Prushinthespirit tbh I agree that those factions might be worse off (I don’t play HE or dwarfs generally), just saying Lizardmen campaign is missing some mechanics that make it feel more impactful and it’s a shame modders can mainly only focus on new units.
Some ideas I have for new units that the Lizardmen could get: Saurus Warriors (Great Weapons): The equivalent of the Hammerers of the Dwarfs, these variant of Saurus would be frontline damage dealers with as much AP, being an excellent match with shielded Saurus Warriors Spawn Champions: Inspired by the "Spawn Leaders" of a mod for TW: Warhammer 2, these will be the more offensive oriented version of the Temple Guard, armed with dual macahuits (some of them with a mace) but very well armored, they will be a high tier, anti-infantry unit; their variant would be a shielded one that trades a bit of offense for more defense Savage Kroxigors: As their name implies, these Kroxigors are deadly and very aggresive warriors, which will be armed with gauntlets equiped with deadly claws to rip enemies appart, they will have increase damage but will have reduced defenses, being a more offensive variant of the Sacred Kroxigors, and will also have an Anti-Large bonus Feral Hardheads: A warbeast unit comprised of a big group of pachycephalosaurs, these will be an anti-infantry shock cavalry that will be much sturdier than the Feral Cold Ones, they would be on the same tier as Horned One Riders (and a Saurus spear variant of those) Jaguar: This Lizarmen equivalent of the Snow Leopard of Kislev would be an armour-piercing anti-large warbeast that would have the Aquatic ability as well as Vanguard Deployment Feral Bloodclaw: A massive and aggresive yet colorful therizinosaur, it would be another anti-large monster for the Lizardmen, with long claws that could slice a tree in half and equally aggresive as it's carnivorous counterpart; while slower, it would be tankier than the Feral Carnosaur, but it would not become a mount for any lord or hero
Boyar after appearing in the recruitment pool: Me Skink Priest too now! Skink Priests: WHO LET THE HUMAN IN!? By Sotek HE'S DRUNK! Not usable even as a sacrifice!
Models look surprisingly paleontologicaly accurate for fantasy standarts. Big pterosaur is tropegnathus, definately, and culchan is real-life phororacos.
Id like to point out (assuming the stats are similar to WH2) Gecko skinks in the right situation are unstoppable, My friend and I did a co-op battle against skaven and it was 4-1 maybe 5-1 in the skavens favor. but we won that battle because the Geckos managed to hold off all of their reinforcements at their spawn points long enough (and still well enough alive by the end of it all) for us to crush their main army and then charge their remaining troops.
10:41 that would go great with a mod that changes the Lizardmen faction in the Dragon Isles to a proper faction of nothing but feral, mostly large units as per lore of the Dragon Isles.
And to follow up on your post; I do vaguely remember that the Dragon Isles were led by Skink Priests who took the role of their missing (dead???) leaders…. I might be totally off on my memory as I haven’t read any of the previous books in ages.
@@lordpappanqui Nothing I've read about the isles ever mentioned that. It was that the Slann priest died and his mind control over the lizardmen was broken, leaving them mindless animals, where the small were eaten by the large, which ran rampant on the isles.
@@parthiaball From what I can recall, what I posted above I had read in the 5th ed Lizardmen army book. There was also a passage (or simply a paragraph?) in one of the Warhammer novels that mentioned the trade routes to Cathay. Again, I'm working off of my memory here. And yes, I'm getting old.
This looks really great, I still feel like they missed a trick with the Tehenhauin and Oxyyotl dlcs not adding skint skirmishers on cold ones with javelins. AND of course Tichi Huichi's raiders are ROR. I think the Culchans would have been much preferable to the Chameleon sentinels.
Loved this mod in TWW2! Subscribed the moment I saw it in the workshop. I'll wait a bit and see if someone will make a Grimhammer sub-mod, else I'll have to try fiddle with it myself
So why do none of the major race mods have SFO compatibility yet? Is it just because SFO only relatively had its full release and is so huge or is that old drama with Venris still going on?
But Ikit is dumb... Just a nuke with upgrades which make his units OP to the point of being boring. Without timely FLC rework of the undercities there wouldn't have been much about him. Tehenhauin's campaign actually provides challenge, skinky playestyle and makes you use sacrifices as a mean for surviving and winning. The only thing that needs to be done is tweaking his bonuses for skinks so that he's even more independent from saurus units.
For your sleeping problems, have you tried meditating? Been to a similair problem and it really helped me! You will need to give a few weeks because meditating needs a lot of practise
Dead’s mod is the first one that comes to mind. It adds tigers and elephants, among others. Pretty sure there is one made by Chinese modded that adds samurais and what not. Problem is that is outdated from I’ve seen.
This mod has a lot of cool stuff but I really disagree with CA having to do this. Slight alternatives or redundant units aren´t the best use of a DLC. Sure LIzards could do with some new units but the key is a significant rework to the campaign-side. They just play too meh.
"hey we have a huge overhaul mod that gives the lizardmen a rebalance and new units!" Fantastic, amazing, love it! "We gave everyone the sacrifice to sotek mechanic" why. why have you done this. More /= better, for fucks sake, EVERY TIME
Because Lizardmen base mechanics are rubbish. Giving them all something that actually has choice and interest in it seemed like a good idea. And it's quite a bit different from Tehenhauin's own sacrifices - not to mention harder to come by comparatively.
Been a while we've had a mod review :D - linked in description :)
Would you be willing to cover the Dark Land Orcs mod? I'm interested to see how chorfs will affect greenskin factions
Can you upload your playthrough or stream it on Twitch/TH-cam?
@@vincida7432 waiting for Chorfs to come before I use that mod cos I figure it'll fit the theme more!
@@joshuachapman247 Streams return next week :D
@@TheGreatBookofGrudges thank you.
11:57 the double take at the slav skink priest 10/10
He lost his job for a single drop of ursun's blood
11:58 hey remember that prophecy that if a male Kislevite learned magic they’d cause untold destruction
11:59 "maybe if i stay really, realllly quiet they wont see me"
The BEST lizardmen mod, among with The Broken Crystalback mod in WH3 now. Also goes well with Mixu's lords Tetto'ekko and Huinitenuchtly.
Units looks amazing, fit in naturally, lord changes feel like something that's needed - all that without mod feeling like it's way too much.
Funny how modder himself agreed that changing the geomantic web into something fun is beyond his capabilities and it has to be reworked from scratch.
Shame with most Lizard mods is that the campaign mechanics are meh. New toys are nice but without a better campaign it’s hard to get into
@@liofalba you all are way too overdramatic. There's a whole bunch of factions with worse mechanics. Like Empire, Counts, Dwarfs and High Elves. With their mods being either questionable or just adding more useless units as well. Simply bringing in another interface button with questionable benefit or an ability to buff units to the point of gameplay becoming brain-dead like Ikit the Shit isn't a well-thought mechanic.
@@Prushinthespirit tbh I agree that those factions might be worse off (I don’t play HE or dwarfs generally), just saying Lizardmen campaign is missing some mechanics that make it feel more impactful and it’s a shame modders can mainly only focus on new units.
Some ideas I have for new units that the Lizardmen could get:
Saurus Warriors (Great Weapons): The equivalent of the Hammerers of the Dwarfs, these variant of Saurus would be frontline damage dealers with as much AP, being an excellent match with shielded Saurus Warriors
Spawn Champions: Inspired by the "Spawn Leaders" of a mod for TW: Warhammer 2, these will be the more offensive oriented version of the Temple Guard, armed with dual macahuits (some of them with a mace) but very well armored, they will be a high tier, anti-infantry unit; their variant would be a shielded one that trades a bit of offense for more defense
Savage Kroxigors: As their name implies, these Kroxigors are deadly and very aggresive warriors, which will be armed with gauntlets equiped with deadly claws to rip enemies appart, they will have increase damage but will have reduced defenses, being a more offensive variant of the Sacred Kroxigors, and will also have an Anti-Large bonus
Feral Hardheads: A warbeast unit comprised of a big group of pachycephalosaurs, these will be an anti-infantry shock cavalry that will be much sturdier than the Feral Cold Ones, they would be on the same tier as Horned One Riders (and a Saurus spear variant of those)
Jaguar: This Lizarmen equivalent of the Snow Leopard of Kislev would be an armour-piercing anti-large warbeast that would have the Aquatic ability as well as Vanguard Deployment
Feral Bloodclaw: A massive and aggresive yet colorful therizinosaur, it would be another anti-large monster for the Lizardmen, with long claws that could slice a tree in half and equally aggresive as it's carnivorous counterpart; while slower, it would be tankier than the Feral Carnosaur, but it would not become a mount for any lord or hero
The flavour text for each skill is so well-written. Somebody clearly knows about the importance of Adohi-Tehga and of Tlaxtlan!
.....I'm sorry but the thumbnail looks like the Lizardmen tamed and beat the tar out of Sarthoreal and his Brothers XD
Boyar after appearing in the recruitment pool: Me Skink Priest too now!
Skink Priests: WHO LET THE HUMAN IN!? By Sotek HE'S DRUNK! Not usable even as a sacrifice!
Models look surprisingly paleontologicaly accurate for fantasy standarts. Big pterosaur is tropegnathus, definately, and culchan is real-life phororacos.
Id like to point out (assuming the stats are similar to WH2) Gecko skinks in the right situation are unstoppable, My friend and I did a co-op battle against skaven and it was 4-1 maybe 5-1 in the skavens favor. but we won that battle because the Geckos managed to hold off all of their reinforcements at their spawn points long enough (and still well enough alive by the end of it all) for us to crush their main army and then charge their remaining troops.
“Oxyotl needs some friends.” Dang dude.
I don’t see why we can have so many human lords but we can’t get another living Slaan
10:41 that would go great with a mod that changes the Lizardmen faction in the Dragon Isles to a proper faction of nothing but feral, mostly large units as per lore of the Dragon Isles.
And to follow up on your post; I do vaguely remember that the Dragon Isles were led by Skink Priests who took the role of their missing (dead???) leaders…. I might be totally off on my memory as I haven’t read any of the previous books in ages.
@@lordpappanqui Nothing I've read about the isles ever mentioned that. It was that the Slann priest died and his mind control over the lizardmen was broken, leaving them mindless animals, where the small were eaten by the large, which ran rampant on the isles.
@@parthiaball From what I can recall, what I posted above I had read in the 5th ed Lizardmen army book. There was also a passage (or simply a paragraph?) in one of the Warhammer novels that mentioned the trade routes to Cathay. Again, I'm working off of my memory here. And yes, I'm getting old.
Looks like an awesome mod. Lizardmen is my second favorite faction to play. Yes Yes. I will have to check it out soon. Thanks for spotlighting it.
Lustria Rises is back!?!?!? For the Old Ones!
Does this mod work with Mixu's Legendary Characters?
11:07 *sad coatl noises*
This looks really great, I still feel like they missed a trick with the Tehenhauin and Oxyyotl dlcs not adding skint skirmishers on cold ones with javelins. AND of course Tichi Huichi's raiders are ROR. I think the Culchans would have been much preferable to the Chameleon sentinels.
Fellow player: "You sacked my settlement?!"
Me: "Imma toad!"
Loved this mod in TWW2! Subscribed the moment I saw it in the workshop. I'll wait a bit and see if someone will make a Grimhammer sub-mod, else I'll have to try fiddle with it myself
Incase you didn't know, the Terror Bird is a real life (extinct) South American flightless bird.
Once I get through my current campaign, I'm going back to vanilla to try this!
I can already see Tzeench Marauders riding blue culchans!
whats up with the random boyar between the skink priests @ 11:59? you even made a double take on that
The result of an unfortunate keyboard slip adding an extra letter.
So why do none of the major race mods have SFO compatibility yet? Is it just because SFO only relatively had its full release and is so huge or is that old drama with Venris still going on?
The problem with these moments is they can feel unique, but without new animations they just don’t feel that new
A lot of skinks is nice but we also need more general saurs warriors
We got three types and then just three variations which is kinda eh
I got the idea of a Great Weapons Saurus variant and an anti-infantry Temple Guard version
Lizards rly needs some help, guess Prohet of Sotek needs some rework too cos he looks like FLC compared to Ikit...
But Ikit is dumb... Just a nuke with upgrades which make his units OP to the point of being boring. Without timely FLC rework of the undercities there wouldn't have been much about him.
Tehenhauin's campaign actually provides challenge, skinky playestyle and makes you use sacrifices as a mean for surviving and winning.
The only thing that needs to be done is tweaking his bonuses for skinks so that he's even more independent from saurus units.
The Byrd's!
tintus gang rise up! EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
For your sleeping problems, have you tried meditating? Been to a similair problem and it really helped me! You will need to give a few weeks because meditating needs a lot of practise
My sleep is due to very loud tinnitus after catching the coof :( seems thats a after effect. Tried meditating but the silence made it louder :(
@@TheGreatBookofGrudges man thats sounds so bad! Hope you find your way around it! Never give up hope, its the key to overcoming this!
ayyyyy tinnitus gang rise up
Love the Mod reviews! Is there a Cathy unit mod out there? I’ve tried to find one but haven’t been successful.
Dead’s mod is the first one that comes to mind. It adds tigers and elephants, among others. Pretty sure there is one made by Chinese modded that adds samurais and what not. Problem is that is outdated from I’ve seen.
Thanks for the video
Love the Lizardmen. Love Oxyotl and Nakai and Gor Rok. They are my favourite faction. Love the Popol Vuh aesthetic. Ñom ñom I eat imperialist hummies.
Froggy stuff to get done ✅
Still waiting for someone to do away with the coatl bird face. Just why
This mod does that. And there's another mod that does that released this week.
@@ObsidianKing great news 👌
Does it work with SFO?
Yes. Without submods.
Yeah, this is just about everything the lizardmen were missing. They really don’t need the arcanodon or the thunder lizard.
This mod has a lot of cool stuff but I really disagree with CA having to do this. Slight alternatives or redundant units aren´t the best use of a DLC. Sure LIzards could do with some new units but the key is a significant rework to the campaign-side. They just play too meh.
the first mod i ever use for the game. And i dont like mods
X2. (me too)
you see CA the mods do better jobs than their company gg
"hey we have a huge overhaul mod that gives the lizardmen a rebalance and new units!" Fantastic, amazing, love it!
"We gave everyone the sacrifice to sotek mechanic"
why. why have you done this. More /= better, for fucks sake, EVERY TIME
Shut up, b!tch. The number of rites non-Sotek subfactions have is limited and these rites are the most simple.
Because Lizardmen base mechanics are rubbish. Giving them all something that actually has choice and interest in it seemed like a good idea. And it's quite a bit different from Tehenhauin's own sacrifices - not to mention harder to come by comparatively.
First
Is this mod up to date currently with the latest patch?
It was released 2 days ago so I should think so.
@@ObsidianKing was watching the video at work, I missed that part 😅 loving the extra units and flavor of what I have seen so far!
I do you like the new unit the terrorbird one I like the most. 🦤🦅