
LIZARDMEN DESIGNER'S NOTES
Anthony Reynolds looks back, all misty-eyed at his childhood memories of playing with plastic dinosaurs and visiting museums, and how they helped him create the awesome new Warhammer Armies: Lizardmen book.
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Anthony Reynolds |
I remember buying a copy of the 3rd Edition Warhammer Armies book, and being quite bemused by the Slann army and its models. "What's all that about?" I thought, as I looked at the strange units of froggy blokes. They just looked bizarre, though I really quite liked the overall Aztec feel. Over the years, I watched as the Slann army turned into the Lizardmen army (which in my opinion worked a lot better both in game terms and visually), and it really began to take shape. The Slann themselves moved from the basic warriors of the army to the obese, guiding forces behind the Lizardmen, which is the image that we have stuck with ever since (though I think Juan Diaz's new model is the most jaw-dropping version of the Slann I've seen). Now, a few years later, I find myself at the helm of the latest incarnation of the Lizardmen Army book.
THE OVERALL FEEL
Before
work was started on any of the artwork, models or writing, the overall key design
for the Lizardmen was finalised. This is basically deciding with everyone (Artists,
Miniatures Designers, 'Eavy Metal painters and writers) what the Lizardmen are
all about; making sure everyone knew the ‘feel' that we wanted with the
army. The main points that came out through these meetings was a feel of what
Lustria itself is like (it ain't a walk in the park), how the Lizardmen looked,
how they fight and why, and what their place is in the world.
Below is an overview - produced to give a feel of what the Lizardmen are all about - which we used to let everyone working on the project understand where we were coming from.
THE RULES
I know many of you will be wanting to know what the deal is with the new rules,
so I shall delve straight in. Well, the rules for the Lizardmen were already
pretty good in the Annual 2002 preview (which first appeared in White Dwarf
256), and a major overhaul was unnecessary. That's what the preview army lists
we print in White Dwarf, the Journal and Warhammer Chronicles are for; to give
people an indicator of the way we are heading on each project and to get feedback
before actually including them in the main book. All that I felt the Lizardmen
needed were some tweaks to make the army more enjoyable to play with and to
allow players more variety when picking their force. As well as my own opinions
(and those of the other Games Dev team members, particularly Gav), I made sure
that I kept an eye and an ear open to what gamers thought should be done. This
feedback came from a number of sources, including letters sent in, speaking
to people at conventions and tournaments, as well as regularly lurking around
the many forums on the Internet.
With all this information together, I began to compile the points that I wanted to address. Rather than waffling on about this stuff generally, I'll give a quick run through of the army list, and mention the main changes that have been made.

