Why the Lizard Men
The Lizard Men – or Lizardmen in English, a name that sounds much better – are dinosaurs and seeing a huge Carnosaurus, the next cousin of the T-Rex, treading, knocking, and squatting a bunch of helpless Skaven slaves would in itself be enough to justify choosing the faction as a starting point, but there is a lot more.
The race is in fact very versatile, strong in the jungles of Lustria, is quite suitable for those who move the first steps in the game and, in general, in Total War. The Lizard Men do not require fast-paced management and are always in the lead of the Skaven and Dark Elves game style, but most of all, the favorite children of the ancients can count on bonuses linked to the Geomantic Network.
This magical and invisible line that connects the various Luzer Town cities grows through the various tiers of buildings and gives access to an enhanced version of the classic editions present in all factions, capable of providing a host of precious buff on the management side, helping the player in the heaviest tasks, such as economic revenue, public order, but especially the rampant rampage of Skaven corruption, the hateful neighbors with whom to share the regions of Lustria.
The fifth and final tier of the Geomantic Network is the most valuable of the allies when they are forced to face the Chaos armies after the launch of a ritual: these forces are randomly generated on the map and can put in serious trouble, forcing the player to come back on his footsteps to defend debris and besieged settlements.
When it comes to maximum power, the Geomnet Network provides the Lizard Man with additional slots for recruiting units and a 30% cut in costs for this, plus two levels of experience. With these bonuses you can then get in a couple of shifts a considerable army, an essential salvage necessary to defeat the invasion of Chaos.
On the battlefield, Lizard Men have a number of infantry units among the most effective, especially with regard to the mid-game: Sauri Guerrieri and Sauri Lancieri have excellent value for money, have over 10,000 life and to have the best of their shields, it serves a considerable impact force.
Lizard Men are a real treat for those who love to strengthen their armies with the bestial units and at the orders of Lord Mazdamundi and Kroq-Gar, there are a number of real dinosaurs capable of overcoming the fate of a battle, both in their body-to-body version and when they are equipped with heavy ballistic and artillery pieces.
The fierce Stegadano has about 9,000 PVs, it has a heavy armor that makes it ideal to deploy in the front line, but above all gets a bonus of 76 during the charge: it is basically a Jurassic tank. In the late game, there is also access to the old Stegadonna who, besides having the same offensive and defensive features of the fierce Stegadano, also has a bullet damage of about 700, which makes it implacable both close and distance.
By summing up, Lizard Men are perhaps the most aesthetically fascinating faction I’ve ever put in Total War: Warhammer (net of personal tastes) and are also ideal for first-class generals, thanks to a first-rate infantry infantry both defensive and offensive, especially when supported by Carnosaurs or Bastiladonti.
Why the High Elves
Are you inexperienced players? Do not you know exactly how to place troops on the battlefield? Perfectly, the High Elves are just yours, because the Ulthuan people are probably the most powerful faction ever seen in Total War: Warhammer and have at their disposal an arsenal that can safely secure them from any assault.
The armies led by Tyron or his brother Teclis are made up of elite units and rather expensive, but also able to keep up against a Skaven swarm, orch or goblin: the High Elves are therefore ideal for those who prefer the quality to quantity, but above all they are easy to handle on the playing field, as they do not generate that chaos and disorder that distinguish factions that base their strength on the number of troops employed