Lizardmen vs Illidari Forces
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Lizardmen vs Illidari Forces
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#1
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deactivated-5bb7f2e29af78
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Lizardmen vs Illidari Forces


Lizardmen Forces
Leadership
Supreme Commander - Kroq-Gar
Sub Commanders - Gor-Rok, Chakax, Tehenhauin, Tiktaq'to, Tetto'eko and Nakai
Lizardmen Military Forces
Infantry
300 Saurus Oldbloods
500 Saurus Scar-Veterans
500 Skink Priests
3,000 Skink Chiefs
35,000 Kroxigors
50,000 Temple Guards
80,000 Chameleon Skinks
200,000 Saurus Warriors armed with clubs and shields
200,000 Saurus Warriors armed with spears and shields
750,000 Skinks
Beasts/other stuff
50 Ancient Stegadons
70 mounted Troglodons
80 mounted Carnosaurs
650 Ripperdactyl Riders
200 mounted Stegadons
250 solar engine Bastiladons
500 feral Bastiladons
500 feral Stegadons
2,500 Terradon Riders
1,000 Razordons
2,500 Salamanders
5,000 Horned One Riders
12,000 Cold One Riders armed swords and shields
12,000 Cold One Riders armed with spears and shields
Illidari Forces
Leadership
Supreme Commander - Illidan ( At the end of The Frozen Throne version )
Sub Commanders - Lady Vashj, Kael'thas Sunstrider, Kargath Bladefist, Gruul the Dragonkiller, and High Warlord Naj'entus.
Illidari Military Forces
Infantry
200 Blood Elf Sorceresses
200 Blood Elf Priests
200 Fel Orc Warlocks
200 Naga Siren
2,000 Fel Orc Blade Masters
5,000 Blood Elf Spell Breakers
12,000 Vashj'ir Honor Guards
30,000 Naga Royal Guards
60,000 Bloodfiends
60,000 Naga Snap Dragons
60,000 Blood Elf Archers
60,000 Fel Orc Crossbowmen
100,000 Myrmidons
150,000 Felguards
200,000 Fel Orc Grunts
200,000 Blood Elf Lieutenants
300,000 Mur'gul Reavers
300,000 Blood Elf Swordsman
Beasts/other stuff
50 Infernal Juggernauts
100 Demolishers
100 Infernal Machines
250 Glaive Throwers
250 Infernal Contraption
500 Dragon Turtles
1,000 Fel Orc Kodo Beasts
300 Salamanders
2,000 Dragon Hawk Riders
3,000 Fel Ravagers
4,000 Couatls
5,000 Blood Knights armed with Lances, swords, and shields
7,000 Fel Stalkers
8,000 Fel Orc Raiders
15,000 Fel Beast
Rules
- All lore allowed; standard versions for all characters
- No BFR
- Win by destroying the other side
- No Prep
- Random Encounter
- Lizardmen have a map of outland as posted down below along with settlements and cities.
- No outside interference
- No Backstabbing/betraying
Environment - Illidari forces begin at Shadowmoon Valley and Lizardmen start at Zangarmarsh.
Note - The Illidari forces can rally local populations into fighting for them by either forcing them to submit or through alliances and treaties. The Lizardmen forces can enslave local races to help build defenses and so on, but they can't recruit or conscript Outlandish forces.
Additionally, both sides will receive half the amount reinforcements at their province capitals

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#2
Edited by
MetalJimmor
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deactivated-5bb7f2e29af78 marked this as the best answer
Edit: I don't know why but I didn't notice the bit where the Lizardmen start in Zangarmarsh. Still, it doesn't change my scenario too drastically since I had them reaching there anyway.
Interesting. Hellfire will be by far the roughest place for the Lizardmen. They don't do well in dry desert conditions, but if they can make it to Zangarmarsh they'll be in a very strong position. I'll break my post down into different segments to make it easier to read.
Concerns: Without any slann at all I don't know if the Lizardmen have the sheer magical power they need to win this. Tetto'ekko is about on par with a younger slann magically, but he's also very old and can't move much off his palanquin. I don't seem him competing with the likes of Kael'Thas, Lady Vashj, or Illidan himself magically, much less all three, and blood elf mages should be better than skink priests. I am also a little disappointed Oxyotl isn't in here because an ulta elite assassin would have rounded out the Lizardmen leadership far, far better than having Gor-Rok, Chakax, AND Nakai all in the same army. You tripled down on melee lords on foot rather than giving the Lizardmen a more diverse force. Plus Oxyotl would have given them a solid answer to the superiority of the Illidari leadership.
Diplomacy: Skinks don't know the common Azeroth tongue. This isn't an issue in Warcraft where everyone speaks the same language universally, but it is an obstacle in Warhammer. Difficulty in speaking other languages is one of the biggest obstacles when it comes to the Lizardmen making allies. This means it's borderline impossible for the Lizardmen to make any sort of allies on Outland, even with factions that are directly opposed to the Illidari like the Naaru and it's followers in Shattrah. Again, if there was a Slann in the army they could get around this. Naaru and Slann are both extremely old and telepathic and could likely speak as peers to one another. That being said, Tehenhuin might hear the Naaru and think it's the will of Sotek for him to speak with it, but that is pretty iffy.
The Campaign: If they do stop anywhere it's probably Hellfire, right at the start. Their main opposition are fel orcs and felguards who should be comparable to Saurus in physicals and ferocity, as well as larger demons to deal with the kroxigors and various dinosaurs. The fel orc warlocks are probably superior mages to the skink priests, but assuming the Illidari leadership start where we find them in WoW there won't be a mage of Tetto'ekko's stature among them, which gives the ultimate victory in magic to the Lizardmen. Tiktaq'to also secures a dominating air superiority in the area since most of the dragonriders are likely in Shadowmoon and there are no air commanders of his caliber anyway.
If the Lizardmen make it to Zangarmarsh I think they can take this, however. The naga in Illidan's army don't have the numbers to compete with the Lizardmen in the water nor the legs to deal with them on land. The advantage of being an amphibious terrestrial species is being maneuverable in both environments exceptionally well, and the skinks in the Lizardmen army are peerless amphibious ambush fighters. Lady Vashj is also the first high end magic user the Lizardmen will face, but she's more of an archer caster than a pure sorceress. I believe Tetto'ekko can handle her magically long enough for Chakax, Gor-Rok, or Nakai to crush her in melee combat.
After Zangarmarsh is taken Terokkar will be overrun with chameleon skinks, making it virtually impassible by Illidari forces by land. There's nothing they have that can really match chameleon skinks of guerrilla warfare as Kael'Thas didn't come with any elven rangers. Meanwhile Tiktaq'to and his superior airforce will make air travel over Terrokkar impossible as well. They can still make portals, but you can only move so many people through portals at a time. Once Outland has been cut in half the Lizardmen shouldn't have too much of an issue taking Nagrand.
Blade's Edge I am unsure of. That place is a labyrinth of intricate canyons and twisted mountains, and like Hellfire it's incredibly dry. I do see Gruul getting killed by Kroq-Gar and Grymloq who, together, make for one of the greatest melee fighters in the entire Warhammer world. They are also tailor made for killing giant monsters, carnosaurs being known to hunt dragons back home and Kroq-Gar wielding a powerful spear forged by the Old Ones.
I also can't see the Lizardmen actually taking Shadowmoon Valley. It's a wildly inhospitable landscape. Again very dry and with the addition of fel pools and magical storms. It's not a place the Lizardmen can afford to set up a long siege. On top of that Kael'Thas and Illidan are both there with a large number of blood elf warlocks. The Lizardmen are vastly out gunned in magic here, even assuming Tetto'ekko survived up to this point.
Conclusion: The Lizardmen can take Zangarmarsh, Terokkar, and Nagrand and hold it for a very long time, but in order to take Black Citadel they'll need to be able to rally support from local Outland factions, which they can't do without a translator or a Slann. At the same time I doubt Illidan and his forces can get the Lizardmen out of Terokkar and Zangarmarsh. He can't beat them in a guerrilla war, especially not in a heavily forested or swampy environment. I say this ends in a stalemate unless Illidan gets cocky (which ICly he might) and tries to force his army through miles and miles of dense forests and swamps populated by various types of skinks and gets whittled down. If he plays it smart and stays in his fortified hell zones there's really no way for the Lizardmen to beat him.
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#3
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deactivated-5bb7f2e29af78
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#4
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Killerwasp
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After some decent amount if months to pass I'd give it to the lizardmen.
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#5
Edited by
FullMetalEmprah
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I have to give it to the Lizardmen, even with the exclusion of Slann, but only just. It would be a hell of a fight, the skill of of Kroq-Gar and Grymloq(I assume he has Grymloq?) is the stuff of legends, would be cool to see them dueling the Betrayer. Besides, Carnosaurs are just too awesome.
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#6
Posted by
Killerwasp
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@fullmetalemprah: brah dinos riding dinos is awesome in general XD
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#8
Posted by
deactivated-5bb7f2e29af78
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@fullmetalemprah: Yes he has grymloq. How long do you think the campaign would last?
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#9
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FullMetalEmprah
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@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
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#10
Posted by
camilopezo
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Not Slayer or Demon Hunters?
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#11
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Royal_Warrior
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Don’t see why illidan can’t solo considering what’s he’s done recently
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#12
Posted by
camilopezo
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@royal_warrior said:
Don’t see why illidan can’t solo considering what’s he’s done recently
The Illidan of versus is the frozen throne version.
Illidan Legion >> Iliidan Burning Crusade = Slayer >> Illidan of Frozen Throne
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#13
Posted by
deactivated-5bb7f2e29af78
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@royal_warrior: If you read my rules you would know why.
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#14
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deactivated-5bb7f2e29af78
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@fullmetalemprah said:
@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
Illidan's forces were kinda already cramped and I didn't want to really add in another faction. I also wasn't sure how the Lizardmen would be able to counter the broken's invis units and so on.
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#15
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deactivated-5bb7f2e29af78
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@metaljimmor: That is an amazing answer, thank you!
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#16
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MErulezall
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Illidari forces should win over time. I don't see the lizardmen as the best of commanders and they don't tend to do well outside of their realm as they don't often leave it. They're use to their realm already giving their foes a very difficult time living breath by breath, so in an environment that yes does indeed favor them, but also doesn't I feel without the heavy bonuses they are use to in lustria. They're going to slowly die.
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Lizardmen vs Illidari Forces
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#1
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deactivated-5bb7f2e29af78
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Lizardmen vs Illidari Forces


Lizardmen Forces
Leadership
Supreme Commander - Kroq-Gar
Sub Commanders - Gor-Rok, Chakax, Tehenhauin, Tiktaq'to, Tetto'eko and Nakai
Lizardmen Military Forces
Infantry
300 Saurus Oldbloods
500 Saurus Scar-Veterans
500 Skink Priests
3,000 Skink Chiefs
35,000 Kroxigors
50,000 Temple Guards
80,000 Chameleon Skinks
200,000 Saurus Warriors armed with clubs and shields
200,000 Saurus Warriors armed with spears and shields
750,000 Skinks
Beasts/other stuff
50 Ancient Stegadons
70 mounted Troglodons
80 mounted Carnosaurs
650 Ripperdactyl Riders
200 mounted Stegadons
250 solar engine Bastiladons
500 feral Bastiladons
500 feral Stegadons
2,500 Terradon Riders
1,000 Razordons
2,500 Salamanders
5,000 Horned One Riders
12,000 Cold One Riders armed swords and shields
12,000 Cold One Riders armed with spears and shields
Illidari Forces
Leadership
Supreme Commander - Illidan ( At the end of The Frozen Throne version )
Sub Commanders - Lady Vashj, Kael'thas Sunstrider, Kargath Bladefist, Gruul the Dragonkiller, and High Warlord Naj'entus.
Illidari Military Forces
Infantry
200 Blood Elf Sorceresses
200 Blood Elf Priests
200 Fel Orc Warlocks
200 Naga Siren
2,000 Fel Orc Blade Masters
5,000 Blood Elf Spell Breakers
12,000 Vashj'ir Honor Guards
30,000 Naga Royal Guards
60,000 Bloodfiends
60,000 Naga Snap Dragons
60,000 Blood Elf Archers
60,000 Fel Orc Crossbowmen
100,000 Myrmidons
150,000 Felguards
200,000 Fel Orc Grunts
200,000 Blood Elf Lieutenants
300,000 Mur'gul Reavers
300,000 Blood Elf Swordsman
Beasts/other stuff
50 Infernal Juggernauts
100 Demolishers
100 Infernal Machines
250 Glaive Throwers
250 Infernal Contraption
500 Dragon Turtles
1,000 Fel Orc Kodo Beasts
300 Salamanders
2,000 Dragon Hawk Riders
3,000 Fel Ravagers
4,000 Couatls
5,000 Blood Knights armed with Lances, swords, and shields
7,000 Fel Stalkers
8,000 Fel Orc Raiders
15,000 Fel Beast
Rules
- All lore allowed; standard versions for all characters
- No BFR
- Win by destroying the other side
- No Prep
- Random Encounter
- Lizardmen have a map of outland as posted down below along with settlements and cities.
- No outside interference
- No Backstabbing/betraying
Environment - Illidari forces begin at Shadowmoon Valley and Lizardmen start at Zangarmarsh.
Note - The Illidari forces can rally local populations into fighting for them by either forcing them to submit or through alliances and treaties. The Lizardmen forces can enslave local races to help build defenses and so on, but they can't recruit or conscript Outlandish forces.
Additionally, both sides will receive half the amount reinforcements at their province capitals

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#2
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MetalJimmor
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deactivated-5bb7f2e29af78 marked this as the best answer
Edit: I don't know why but I didn't notice the bit where the Lizardmen start in Zangarmarsh. Still, it doesn't change my scenario too drastically since I had them reaching there anyway.
Interesting. Hellfire will be by far the roughest place for the Lizardmen. They don't do well in dry desert conditions, but if they can make it to Zangarmarsh they'll be in a very strong position. I'll break my post down into different segments to make it easier to read.
Concerns: Without any slann at all I don't know if the Lizardmen have the sheer magical power they need to win this. Tetto'ekko is about on par with a younger slann magically, but he's also very old and can't move much off his palanquin. I don't seem him competing with the likes of Kael'Thas, Lady Vashj, or Illidan himself magically, much less all three, and blood elf mages should be better than skink priests. I am also a little disappointed Oxyotl isn't in here because an ulta elite assassin would have rounded out the Lizardmen leadership far, far better than having Gor-Rok, Chakax, AND Nakai all in the same army. You tripled down on melee lords on foot rather than giving the Lizardmen a more diverse force. Plus Oxyotl would have given them a solid answer to the superiority of the Illidari leadership.
Diplomacy: Skinks don't know the common Azeroth tongue. This isn't an issue in Warcraft where everyone speaks the same language universally, but it is an obstacle in Warhammer. Difficulty in speaking other languages is one of the biggest obstacles when it comes to the Lizardmen making allies. This means it's borderline impossible for the Lizardmen to make any sort of allies on Outland, even with factions that are directly opposed to the Illidari like the Naaru and it's followers in Shattrah. Again, if there was a Slann in the army they could get around this. Naaru and Slann are both extremely old and telepathic and could likely speak as peers to one another. That being said, Tehenhuin might hear the Naaru and think it's the will of Sotek for him to speak with it, but that is pretty iffy.
The Campaign: If they do stop anywhere it's probably Hellfire, right at the start. Their main opposition are fel orcs and felguards who should be comparable to Saurus in physicals and ferocity, as well as larger demons to deal with the kroxigors and various dinosaurs. The fel orc warlocks are probably superior mages to the skink priests, but assuming the Illidari leadership start where we find them in WoW there won't be a mage of Tetto'ekko's stature among them, which gives the ultimate victory in magic to the Lizardmen. Tiktaq'to also secures a dominating air superiority in the area since most of the dragonriders are likely in Shadowmoon and there are no air commanders of his caliber anyway.
If the Lizardmen make it to Zangarmarsh I think they can take this, however. The naga in Illidan's army don't have the numbers to compete with the Lizardmen in the water nor the legs to deal with them on land. The advantage of being an amphibious terrestrial species is being maneuverable in both environments exceptionally well, and the skinks in the Lizardmen army are peerless amphibious ambush fighters. Lady Vashj is also the first high end magic user the Lizardmen will face, but she's more of an archer caster than a pure sorceress. I believe Tetto'ekko can handle her magically long enough for Chakax, Gor-Rok, or Nakai to crush her in melee combat.
After Zangarmarsh is taken Terokkar will be overrun with chameleon skinks, making it virtually impassible by Illidari forces by land. There's nothing they have that can really match chameleon skinks of guerrilla warfare as Kael'Thas didn't come with any elven rangers. Meanwhile Tiktaq'to and his superior airforce will make air travel over Terrokkar impossible as well. They can still make portals, but you can only move so many people through portals at a time. Once Outland has been cut in half the Lizardmen shouldn't have too much of an issue taking Nagrand.
Blade's Edge I am unsure of. That place is a labyrinth of intricate canyons and twisted mountains, and like Hellfire it's incredibly dry. I do see Gruul getting killed by Kroq-Gar and Grymloq who, together, make for one of the greatest melee fighters in the entire Warhammer world. They are also tailor made for killing giant monsters, carnosaurs being known to hunt dragons back home and Kroq-Gar wielding a powerful spear forged by the Old Ones.
I also can't see the Lizardmen actually taking Shadowmoon Valley. It's a wildly inhospitable landscape. Again very dry and with the addition of fel pools and magical storms. It's not a place the Lizardmen can afford to set up a long siege. On top of that Kael'Thas and Illidan are both there with a large number of blood elf warlocks. The Lizardmen are vastly out gunned in magic here, even assuming Tetto'ekko survived up to this point.
Conclusion: The Lizardmen can take Zangarmarsh, Terokkar, and Nagrand and hold it for a very long time, but in order to take Black Citadel they'll need to be able to rally support from local Outland factions, which they can't do without a translator or a Slann. At the same time I doubt Illidan and his forces can get the Lizardmen out of Terokkar and Zangarmarsh. He can't beat them in a guerrilla war, especially not in a heavily forested or swampy environment. I say this ends in a stalemate unless Illidan gets cocky (which ICly he might) and tries to force his army through miles and miles of dense forests and swamps populated by various types of skinks and gets whittled down. If he plays it smart and stays in his fortified hell zones there's really no way for the Lizardmen to beat him.
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#3
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#4
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Killerwasp
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After some decent amount if months to pass I'd give it to the lizardmen.
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#5
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FullMetalEmprah
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I have to give it to the Lizardmen, even with the exclusion of Slann, but only just. It would be a hell of a fight, the skill of of Kroq-Gar and Grymloq(I assume he has Grymloq?) is the stuff of legends, would be cool to see them dueling the Betrayer. Besides, Carnosaurs are just too awesome.
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#6
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Killerwasp
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@fullmetalemprah: brah dinos riding dinos is awesome in general XD
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#8
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deactivated-5bb7f2e29af78
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@fullmetalemprah: Yes he has grymloq. How long do you think the campaign would last?
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#9
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FullMetalEmprah
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@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
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#10
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camilopezo
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Not Slayer or Demon Hunters?
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#11
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Royal_Warrior
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Don’t see why illidan can’t solo considering what’s he’s done recently
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#12
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camilopezo
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@royal_warrior said:
Don’t see why illidan can’t solo considering what’s he’s done recently
The Illidan of versus is the frozen throne version.
Illidan Legion >> Iliidan Burning Crusade = Slayer >> Illidan of Frozen Throne
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#13
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deactivated-5bb7f2e29af78
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@royal_warrior: If you read my rules you would know why.
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#14
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deactivated-5bb7f2e29af78
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@fullmetalemprah said:
@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
Illidan's forces were kinda already cramped and I didn't want to really add in another faction. I also wasn't sure how the Lizardmen would be able to counter the broken's invis units and so on.
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#15
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@metaljimmor: That is an amazing answer, thank you!
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#16
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MErulezall
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Illidari forces should win over time. I don't see the lizardmen as the best of commanders and they don't tend to do well outside of their realm as they don't often leave it. They're use to their realm already giving their foes a very difficult time living breath by breath, so in an environment that yes does indeed favor them, but also doesn't I feel without the heavy bonuses they are use to in lustria. They're going to slowly die.
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Lizardmen vs Illidari Forces
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#1
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deactivated-5bb7f2e29af78
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Lizardmen vs Illidari Forces


Lizardmen Forces
Leadership
Supreme Commander - Kroq-Gar
Sub Commanders - Gor-Rok, Chakax, Tehenhauin, Tiktaq'to, Tetto'eko and Nakai
Lizardmen Military Forces
Infantry
300 Saurus Oldbloods
500 Saurus Scar-Veterans
500 Skink Priests
3,000 Skink Chiefs
35,000 Kroxigors
50,000 Temple Guards
80,000 Chameleon Skinks
200,000 Saurus Warriors armed with clubs and shields
200,000 Saurus Warriors armed with spears and shields
750,000 Skinks
Beasts/other stuff
50 Ancient Stegadons
70 mounted Troglodons
80 mounted Carnosaurs
650 Ripperdactyl Riders
200 mounted Stegadons
250 solar engine Bastiladons
500 feral Bastiladons
500 feral Stegadons
2,500 Terradon Riders
1,000 Razordons
2,500 Salamanders
5,000 Horned One Riders
12,000 Cold One Riders armed swords and shields
12,000 Cold One Riders armed with spears and shields
Illidari Forces
Leadership
Supreme Commander - Illidan ( At the end of The Frozen Throne version )
Sub Commanders - Lady Vashj, Kael'thas Sunstrider, Kargath Bladefist, Gruul the Dragonkiller, and High Warlord Naj'entus.
Illidari Military Forces
Infantry
200 Blood Elf Sorceresses
200 Blood Elf Priests
200 Fel Orc Warlocks
200 Naga Siren
2,000 Fel Orc Blade Masters
5,000 Blood Elf Spell Breakers
12,000 Vashj'ir Honor Guards
30,000 Naga Royal Guards
60,000 Bloodfiends
60,000 Naga Snap Dragons
60,000 Blood Elf Archers
60,000 Fel Orc Crossbowmen
100,000 Myrmidons
150,000 Felguards
200,000 Fel Orc Grunts
200,000 Blood Elf Lieutenants
300,000 Mur'gul Reavers
300,000 Blood Elf Swordsman
Beasts/other stuff
50 Infernal Juggernauts
100 Demolishers
100 Infernal Machines
250 Glaive Throwers
250 Infernal Contraption
500 Dragon Turtles
1,000 Fel Orc Kodo Beasts
300 Salamanders
2,000 Dragon Hawk Riders
3,000 Fel Ravagers
4,000 Couatls
5,000 Blood Knights armed with Lances, swords, and shields
7,000 Fel Stalkers
8,000 Fel Orc Raiders
15,000 Fel Beast
Rules
- All lore allowed; standard versions for all characters
- No BFR
- Win by destroying the other side
- No Prep
- Random Encounter
- Lizardmen have a map of outland as posted down below along with settlements and cities.
- No outside interference
- No Backstabbing/betraying
Environment - Illidari forces begin at Shadowmoon Valley and Lizardmen start at Zangarmarsh.
Note - The Illidari forces can rally local populations into fighting for them by either forcing them to submit or through alliances and treaties. The Lizardmen forces can enslave local races to help build defenses and so on, but they can't recruit or conscript Outlandish forces.
Additionally, both sides will receive half the amount reinforcements at their province capitals

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#2
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MetalJimmor
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deactivated-5bb7f2e29af78 marked this as the best answer
Edit: I don't know why but I didn't notice the bit where the Lizardmen start in Zangarmarsh. Still, it doesn't change my scenario too drastically since I had them reaching there anyway.
Interesting. Hellfire will be by far the roughest place for the Lizardmen. They don't do well in dry desert conditions, but if they can make it to Zangarmarsh they'll be in a very strong position. I'll break my post down into different segments to make it easier to read.
Concerns: Without any slann at all I don't know if the Lizardmen have the sheer magical power they need to win this. Tetto'ekko is about on par with a younger slann magically, but he's also very old and can't move much off his palanquin. I don't seem him competing with the likes of Kael'Thas, Lady Vashj, or Illidan himself magically, much less all three, and blood elf mages should be better than skink priests. I am also a little disappointed Oxyotl isn't in here because an ulta elite assassin would have rounded out the Lizardmen leadership far, far better than having Gor-Rok, Chakax, AND Nakai all in the same army. You tripled down on melee lords on foot rather than giving the Lizardmen a more diverse force. Plus Oxyotl would have given them a solid answer to the superiority of the Illidari leadership.
Diplomacy: Skinks don't know the common Azeroth tongue. This isn't an issue in Warcraft where everyone speaks the same language universally, but it is an obstacle in Warhammer. Difficulty in speaking other languages is one of the biggest obstacles when it comes to the Lizardmen making allies. This means it's borderline impossible for the Lizardmen to make any sort of allies on Outland, even with factions that are directly opposed to the Illidari like the Naaru and it's followers in Shattrah. Again, if there was a Slann in the army they could get around this. Naaru and Slann are both extremely old and telepathic and could likely speak as peers to one another. That being said, Tehenhuin might hear the Naaru and think it's the will of Sotek for him to speak with it, but that is pretty iffy.
The Campaign: If they do stop anywhere it's probably Hellfire, right at the start. Their main opposition are fel orcs and felguards who should be comparable to Saurus in physicals and ferocity, as well as larger demons to deal with the kroxigors and various dinosaurs. The fel orc warlocks are probably superior mages to the skink priests, but assuming the Illidari leadership start where we find them in WoW there won't be a mage of Tetto'ekko's stature among them, which gives the ultimate victory in magic to the Lizardmen. Tiktaq'to also secures a dominating air superiority in the area since most of the dragonriders are likely in Shadowmoon and there are no air commanders of his caliber anyway.
If the Lizardmen make it to Zangarmarsh I think they can take this, however. The naga in Illidan's army don't have the numbers to compete with the Lizardmen in the water nor the legs to deal with them on land. The advantage of being an amphibious terrestrial species is being maneuverable in both environments exceptionally well, and the skinks in the Lizardmen army are peerless amphibious ambush fighters. Lady Vashj is also the first high end magic user the Lizardmen will face, but she's more of an archer caster than a pure sorceress. I believe Tetto'ekko can handle her magically long enough for Chakax, Gor-Rok, or Nakai to crush her in melee combat.
After Zangarmarsh is taken Terokkar will be overrun with chameleon skinks, making it virtually impassible by Illidari forces by land. There's nothing they have that can really match chameleon skinks of guerrilla warfare as Kael'Thas didn't come with any elven rangers. Meanwhile Tiktaq'to and his superior airforce will make air travel over Terrokkar impossible as well. They can still make portals, but you can only move so many people through portals at a time. Once Outland has been cut in half the Lizardmen shouldn't have too much of an issue taking Nagrand.
Blade's Edge I am unsure of. That place is a labyrinth of intricate canyons and twisted mountains, and like Hellfire it's incredibly dry. I do see Gruul getting killed by Kroq-Gar and Grymloq who, together, make for one of the greatest melee fighters in the entire Warhammer world. They are also tailor made for killing giant monsters, carnosaurs being known to hunt dragons back home and Kroq-Gar wielding a powerful spear forged by the Old Ones.
I also can't see the Lizardmen actually taking Shadowmoon Valley. It's a wildly inhospitable landscape. Again very dry and with the addition of fel pools and magical storms. It's not a place the Lizardmen can afford to set up a long siege. On top of that Kael'Thas and Illidan are both there with a large number of blood elf warlocks. The Lizardmen are vastly out gunned in magic here, even assuming Tetto'ekko survived up to this point.
Conclusion: The Lizardmen can take Zangarmarsh, Terokkar, and Nagrand and hold it for a very long time, but in order to take Black Citadel they'll need to be able to rally support from local Outland factions, which they can't do without a translator or a Slann. At the same time I doubt Illidan and his forces can get the Lizardmen out of Terokkar and Zangarmarsh. He can't beat them in a guerrilla war, especially not in a heavily forested or swampy environment. I say this ends in a stalemate unless Illidan gets cocky (which ICly he might) and tries to force his army through miles and miles of dense forests and swamps populated by various types of skinks and gets whittled down. If he plays it smart and stays in his fortified hell zones there's really no way for the Lizardmen to beat him.
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#3
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deactivated-5bb7f2e29af78
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People whom might be interested
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#4
Posted by
Killerwasp
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- 6 months, 9 days ago
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After some decent amount if months to pass I'd give it to the lizardmen.
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#5
Edited by
FullMetalEmprah
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I have to give it to the Lizardmen, even with the exclusion of Slann, but only just. It would be a hell of a fight, the skill of of Kroq-Gar and Grymloq(I assume he has Grymloq?) is the stuff of legends, would be cool to see them dueling the Betrayer. Besides, Carnosaurs are just too awesome.
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#6
Posted by
Killerwasp
(16926 posts)
- 6 months, 8 days ago
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@fullmetalemprah: brah dinos riding dinos is awesome in general XD
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#8
Posted by
deactivated-5bb7f2e29af78
(1835 posts)
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@fullmetalemprah: Yes he has grymloq. How long do you think the campaign would last?
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#9
Edited by
FullMetalEmprah
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- 6 months, 4 days ago
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@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
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#10
Posted by
camilopezo
(1726 posts)
- 6 months, 4 days ago
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Not Slayer or Demon Hunters?
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#11
Edited by
Royal_Warrior
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Don’t see why illidan can’t solo considering what’s he’s done recently
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#12
Posted by
camilopezo
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@royal_warrior said:
Don’t see why illidan can’t solo considering what’s he’s done recently
The Illidan of versus is the frozen throne version.
Illidan Legion >> Iliidan Burning Crusade = Slayer >> Illidan of Frozen Throne
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#13
Posted by
deactivated-5bb7f2e29af78
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@royal_warrior: If you read my rules you would know why.
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#14
Posted by
deactivated-5bb7f2e29af78
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@fullmetalemprah said:
@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
Illidan's forces were kinda already cramped and I didn't want to really add in another faction. I also wasn't sure how the Lizardmen would be able to counter the broken's invis units and so on.
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#15
Edited by
deactivated-5bb7f2e29af78
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- 6 months, 10 hours ago
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@metaljimmor: That is an amazing answer, thank you!
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#16
Posted by
MErulezall
(3413 posts)
- 5 months, 7 days ago
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Illidari forces should win over time. I don't see the lizardmen as the best of commanders and they don't tend to do well outside of their realm as they don't often leave it. They're use to their realm already giving their foes a very difficult time living breath by breath, so in an environment that yes does indeed favor them, but also doesn't I feel without the heavy bonuses they are use to in lustria. They're going to slowly die.
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#1
Posted by
deactivated-5bb7f2e29af78
(1835 posts)
- 6 months, 9 days ago
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Lizardmen vs Illidari Forces


Lizardmen Forces
Leadership
Supreme Commander - Kroq-Gar
Sub Commanders - Gor-Rok, Chakax, Tehenhauin, Tiktaq'to, Tetto'eko and Nakai
Lizardmen Military Forces
Infantry
300 Saurus Oldbloods
500 Saurus Scar-Veterans
500 Skink Priests
3,000 Skink Chiefs
35,000 Kroxigors
50,000 Temple Guards
80,000 Chameleon Skinks
200,000 Saurus Warriors armed with clubs and shields
200,000 Saurus Warriors armed with spears and shields
750,000 Skinks
Beasts/other stuff
50 Ancient Stegadons
70 mounted Troglodons
80 mounted Carnosaurs
650 Ripperdactyl Riders
200 mounted Stegadons
250 solar engine Bastiladons
500 feral Bastiladons
500 feral Stegadons
2,500 Terradon Riders
1,000 Razordons
2,500 Salamanders
5,000 Horned One Riders
12,000 Cold One Riders armed swords and shields
12,000 Cold One Riders armed with spears and shields
Illidari Forces
Leadership
Supreme Commander - Illidan ( At the end of The Frozen Throne version )
Sub Commanders - Lady Vashj, Kael'thas Sunstrider, Kargath Bladefist, Gruul the Dragonkiller, and High Warlord Naj'entus.
Illidari Military Forces
Infantry
200 Blood Elf Sorceresses
200 Blood Elf Priests
200 Fel Orc Warlocks
200 Naga Siren
2,000 Fel Orc Blade Masters
5,000 Blood Elf Spell Breakers
12,000 Vashj'ir Honor Guards
30,000 Naga Royal Guards
60,000 Bloodfiends
60,000 Naga Snap Dragons
60,000 Blood Elf Archers
60,000 Fel Orc Crossbowmen
100,000 Myrmidons
150,000 Felguards
200,000 Fel Orc Grunts
200,000 Blood Elf Lieutenants
300,000 Mur'gul Reavers
300,000 Blood Elf Swordsman
Beasts/other stuff
50 Infernal Juggernauts
100 Demolishers
100 Infernal Machines
250 Glaive Throwers
250 Infernal Contraption
500 Dragon Turtles
1,000 Fel Orc Kodo Beasts
300 Salamanders
2,000 Dragon Hawk Riders
3,000 Fel Ravagers
4,000 Couatls
5,000 Blood Knights armed with Lances, swords, and shields
7,000 Fel Stalkers
8,000 Fel Orc Raiders
15,000 Fel Beast
Rules
- All lore allowed; standard versions for all characters
- No BFR
- Win by destroying the other side
- No Prep
- Random Encounter
- Lizardmen have a map of outland as posted down below along with settlements and cities.
- No outside interference
- No Backstabbing/betraying
Environment - Illidari forces begin at Shadowmoon Valley and Lizardmen start at Zangarmarsh.
Note - The Illidari forces can rally local populations into fighting for them by either forcing them to submit or through alliances and treaties. The Lizardmen forces can enslave local races to help build defenses and so on, but they can't recruit or conscript Outlandish forces.
Additionally, both sides will receive half the amount reinforcements at their province capitals

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#2
Edited by
MetalJimmor
(5698 posts)
- 6 months, 4 days ago
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deactivated-5bb7f2e29af78 marked this as the best answer
Edit: I don't know why but I didn't notice the bit where the Lizardmen start in Zangarmarsh. Still, it doesn't change my scenario too drastically since I had them reaching there anyway.
Interesting. Hellfire will be by far the roughest place for the Lizardmen. They don't do well in dry desert conditions, but if they can make it to Zangarmarsh they'll be in a very strong position. I'll break my post down into different segments to make it easier to read.
Concerns: Without any slann at all I don't know if the Lizardmen have the sheer magical power they need to win this. Tetto'ekko is about on par with a younger slann magically, but he's also very old and can't move much off his palanquin. I don't seem him competing with the likes of Kael'Thas, Lady Vashj, or Illidan himself magically, much less all three, and blood elf mages should be better than skink priests. I am also a little disappointed Oxyotl isn't in here because an ulta elite assassin would have rounded out the Lizardmen leadership far, far better than having Gor-Rok, Chakax, AND Nakai all in the same army. You tripled down on melee lords on foot rather than giving the Lizardmen a more diverse force. Plus Oxyotl would have given them a solid answer to the superiority of the Illidari leadership.
Diplomacy: Skinks don't know the common Azeroth tongue. This isn't an issue in Warcraft where everyone speaks the same language universally, but it is an obstacle in Warhammer. Difficulty in speaking other languages is one of the biggest obstacles when it comes to the Lizardmen making allies. This means it's borderline impossible for the Lizardmen to make any sort of allies on Outland, even with factions that are directly opposed to the Illidari like the Naaru and it's followers in Shattrah. Again, if there was a Slann in the army they could get around this. Naaru and Slann are both extremely old and telepathic and could likely speak as peers to one another. That being said, Tehenhuin might hear the Naaru and think it's the will of Sotek for him to speak with it, but that is pretty iffy.
The Campaign: If they do stop anywhere it's probably Hellfire, right at the start. Their main opposition are fel orcs and felguards who should be comparable to Saurus in physicals and ferocity, as well as larger demons to deal with the kroxigors and various dinosaurs. The fel orc warlocks are probably superior mages to the skink priests, but assuming the Illidari leadership start where we find them in WoW there won't be a mage of Tetto'ekko's stature among them, which gives the ultimate victory in magic to the Lizardmen. Tiktaq'to also secures a dominating air superiority in the area since most of the dragonriders are likely in Shadowmoon and there are no air commanders of his caliber anyway.
If the Lizardmen make it to Zangarmarsh I think they can take this, however. The naga in Illidan's army don't have the numbers to compete with the Lizardmen in the water nor the legs to deal with them on land. The advantage of being an amphibious terrestrial species is being maneuverable in both environments exceptionally well, and the skinks in the Lizardmen army are peerless amphibious ambush fighters. Lady Vashj is also the first high end magic user the Lizardmen will face, but she's more of an archer caster than a pure sorceress. I believe Tetto'ekko can handle her magically long enough for Chakax, Gor-Rok, or Nakai to crush her in melee combat.
After Zangarmarsh is taken Terokkar will be overrun with chameleon skinks, making it virtually impassible by Illidari forces by land. There's nothing they have that can really match chameleon skinks of guerrilla warfare as Kael'Thas didn't come with any elven rangers. Meanwhile Tiktaq'to and his superior airforce will make air travel over Terrokkar impossible as well. They can still make portals, but you can only move so many people through portals at a time. Once Outland has been cut in half the Lizardmen shouldn't have too much of an issue taking Nagrand.
Blade's Edge I am unsure of. That place is a labyrinth of intricate canyons and twisted mountains, and like Hellfire it's incredibly dry. I do see Gruul getting killed by Kroq-Gar and Grymloq who, together, make for one of the greatest melee fighters in the entire Warhammer world. They are also tailor made for killing giant monsters, carnosaurs being known to hunt dragons back home and Kroq-Gar wielding a powerful spear forged by the Old Ones.
I also can't see the Lizardmen actually taking Shadowmoon Valley. It's a wildly inhospitable landscape. Again very dry and with the addition of fel pools and magical storms. It's not a place the Lizardmen can afford to set up a long siege. On top of that Kael'Thas and Illidan are both there with a large number of blood elf warlocks. The Lizardmen are vastly out gunned in magic here, even assuming Tetto'ekko survived up to this point.
Conclusion: The Lizardmen can take Zangarmarsh, Terokkar, and Nagrand and hold it for a very long time, but in order to take Black Citadel they'll need to be able to rally support from local Outland factions, which they can't do without a translator or a Slann. At the same time I doubt Illidan and his forces can get the Lizardmen out of Terokkar and Zangarmarsh. He can't beat them in a guerrilla war, especially not in a heavily forested or swampy environment. I say this ends in a stalemate unless Illidan gets cocky (which ICly he might) and tries to force his army through miles and miles of dense forests and swamps populated by various types of skinks and gets whittled down. If he plays it smart and stays in his fortified hell zones there's really no way for the Lizardmen to beat him.
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#3
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#4
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After some decent amount if months to pass I'd give it to the lizardmen.
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#5
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I have to give it to the Lizardmen, even with the exclusion of Slann, but only just. It would be a hell of a fight, the skill of of Kroq-Gar and Grymloq(I assume he has Grymloq?) is the stuff of legends, would be cool to see them dueling the Betrayer. Besides, Carnosaurs are just too awesome.
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#6
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@fullmetalemprah: brah dinos riding dinos is awesome in general XD
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#8
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@fullmetalemprah: Yes he has grymloq. How long do you think the campaign would last?
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#9
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@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
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#10
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Not Slayer or Demon Hunters?
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#11
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Royal_Warrior
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Don’t see why illidan can’t solo considering what’s he’s done recently
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#12
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@royal_warrior said:
Don’t see why illidan can’t solo considering what’s he’s done recently
The Illidan of versus is the frozen throne version.
Illidan Legion >> Iliidan Burning Crusade = Slayer >> Illidan of Frozen Throne
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#13
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@royal_warrior: If you read my rules you would know why.
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#14
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@fullmetalemprah said:
@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
Illidan's forces were kinda already cramped and I didn't want to really add in another faction. I also wasn't sure how the Lizardmen would be able to counter the broken's invis units and so on.
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#15
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@metaljimmor: That is an amazing answer, thank you!
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#16
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MErulezall
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Illidari forces should win over time. I don't see the lizardmen as the best of commanders and they don't tend to do well outside of their realm as they don't often leave it. They're use to their realm already giving their foes a very difficult time living breath by breath, so in an environment that yes does indeed favor them, but also doesn't I feel without the heavy bonuses they are use to in lustria. They're going to slowly die.
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#1
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Lizardmen vs Illidari Forces


Lizardmen Forces
Leadership
Supreme Commander - Kroq-Gar
Sub Commanders - Gor-Rok, Chakax, Tehenhauin, Tiktaq'to, Tetto'eko and Nakai
Lizardmen Military Forces
Infantry
300 Saurus Oldbloods
500 Saurus Scar-Veterans
500 Skink Priests
3,000 Skink Chiefs
35,000 Kroxigors
50,000 Temple Guards
80,000 Chameleon Skinks
200,000 Saurus Warriors armed with clubs and shields
200,000 Saurus Warriors armed with spears and shields
750,000 Skinks
Beasts/other stuff
50 Ancient Stegadons
70 mounted Troglodons
80 mounted Carnosaurs
650 Ripperdactyl Riders
200 mounted Stegadons
250 solar engine Bastiladons
500 feral Bastiladons
500 feral Stegadons
2,500 Terradon Riders
1,000 Razordons
2,500 Salamanders
5,000 Horned One Riders
12,000 Cold One Riders armed swords and shields
12,000 Cold One Riders armed with spears and shields
Illidari Forces
Leadership
Supreme Commander - Illidan ( At the end of The Frozen Throne version )
Sub Commanders - Lady Vashj, Kael'thas Sunstrider, Kargath Bladefist, Gruul the Dragonkiller, and High Warlord Naj'entus.
Illidari Military Forces
Infantry
200 Blood Elf Sorceresses
200 Blood Elf Priests
200 Fel Orc Warlocks
200 Naga Siren
2,000 Fel Orc Blade Masters
5,000 Blood Elf Spell Breakers
12,000 Vashj'ir Honor Guards
30,000 Naga Royal Guards
60,000 Bloodfiends
60,000 Naga Snap Dragons
60,000 Blood Elf Archers
60,000 Fel Orc Crossbowmen
100,000 Myrmidons
150,000 Felguards
200,000 Fel Orc Grunts
200,000 Blood Elf Lieutenants
300,000 Mur'gul Reavers
300,000 Blood Elf Swordsman
Beasts/other stuff
50 Infernal Juggernauts
100 Demolishers
100 Infernal Machines
250 Glaive Throwers
250 Infernal Contraption
500 Dragon Turtles
1,000 Fel Orc Kodo Beasts
300 Salamanders
2,000 Dragon Hawk Riders
3,000 Fel Ravagers
4,000 Couatls
5,000 Blood Knights armed with Lances, swords, and shields
7,000 Fel Stalkers
8,000 Fel Orc Raiders
15,000 Fel Beast
Rules
- All lore allowed; standard versions for all characters
- No BFR
- Win by destroying the other side
- No Prep
- Random Encounter
- Lizardmen have a map of outland as posted down below along with settlements and cities.
- No outside interference
- No Backstabbing/betraying
Environment - Illidari forces begin at Shadowmoon Valley and Lizardmen start at Zangarmarsh.
Note - The Illidari forces can rally local populations into fighting for them by either forcing them to submit or through alliances and treaties. The Lizardmen forces can enslave local races to help build defenses and so on, but they can't recruit or conscript Outlandish forces.
Additionally, both sides will receive half the amount reinforcements at their province capitals

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#2
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MetalJimmor
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deactivated-5bb7f2e29af78 marked this as the best answer
Edit: I don't know why but I didn't notice the bit where the Lizardmen start in Zangarmarsh. Still, it doesn't change my scenario too drastically since I had them reaching there anyway.
Interesting. Hellfire will be by far the roughest place for the Lizardmen. They don't do well in dry desert conditions, but if they can make it to Zangarmarsh they'll be in a very strong position. I'll break my post down into different segments to make it easier to read.
Concerns: Without any slann at all I don't know if the Lizardmen have the sheer magical power they need to win this. Tetto'ekko is about on par with a younger slann magically, but he's also very old and can't move much off his palanquin. I don't seem him competing with the likes of Kael'Thas, Lady Vashj, or Illidan himself magically, much less all three, and blood elf mages should be better than skink priests. I am also a little disappointed Oxyotl isn't in here because an ulta elite assassin would have rounded out the Lizardmen leadership far, far better than having Gor-Rok, Chakax, AND Nakai all in the same army. You tripled down on melee lords on foot rather than giving the Lizardmen a more diverse force. Plus Oxyotl would have given them a solid answer to the superiority of the Illidari leadership.
Diplomacy: Skinks don't know the common Azeroth tongue. This isn't an issue in Warcraft where everyone speaks the same language universally, but it is an obstacle in Warhammer. Difficulty in speaking other languages is one of the biggest obstacles when it comes to the Lizardmen making allies. This means it's borderline impossible for the Lizardmen to make any sort of allies on Outland, even with factions that are directly opposed to the Illidari like the Naaru and it's followers in Shattrah. Again, if there was a Slann in the army they could get around this. Naaru and Slann are both extremely old and telepathic and could likely speak as peers to one another. That being said, Tehenhuin might hear the Naaru and think it's the will of Sotek for him to speak with it, but that is pretty iffy.
The Campaign: If they do stop anywhere it's probably Hellfire, right at the start. Their main opposition are fel orcs and felguards who should be comparable to Saurus in physicals and ferocity, as well as larger demons to deal with the kroxigors and various dinosaurs. The fel orc warlocks are probably superior mages to the skink priests, but assuming the Illidari leadership start where we find them in WoW there won't be a mage of Tetto'ekko's stature among them, which gives the ultimate victory in magic to the Lizardmen. Tiktaq'to also secures a dominating air superiority in the area since most of the dragonriders are likely in Shadowmoon and there are no air commanders of his caliber anyway.
If the Lizardmen make it to Zangarmarsh I think they can take this, however. The naga in Illidan's army don't have the numbers to compete with the Lizardmen in the water nor the legs to deal with them on land. The advantage of being an amphibious terrestrial species is being maneuverable in both environments exceptionally well, and the skinks in the Lizardmen army are peerless amphibious ambush fighters. Lady Vashj is also the first high end magic user the Lizardmen will face, but she's more of an archer caster than a pure sorceress. I believe Tetto'ekko can handle her magically long enough for Chakax, Gor-Rok, or Nakai to crush her in melee combat.
After Zangarmarsh is taken Terokkar will be overrun with chameleon skinks, making it virtually impassible by Illidari forces by land. There's nothing they have that can really match chameleon skinks of guerrilla warfare as Kael'Thas didn't come with any elven rangers. Meanwhile Tiktaq'to and his superior airforce will make air travel over Terrokkar impossible as well. They can still make portals, but you can only move so many people through portals at a time. Once Outland has been cut in half the Lizardmen shouldn't have too much of an issue taking Nagrand.
Blade's Edge I am unsure of. That place is a labyrinth of intricate canyons and twisted mountains, and like Hellfire it's incredibly dry. I do see Gruul getting killed by Kroq-Gar and Grymloq who, together, make for one of the greatest melee fighters in the entire Warhammer world. They are also tailor made for killing giant monsters, carnosaurs being known to hunt dragons back home and Kroq-Gar wielding a powerful spear forged by the Old Ones.
I also can't see the Lizardmen actually taking Shadowmoon Valley. It's a wildly inhospitable landscape. Again very dry and with the addition of fel pools and magical storms. It's not a place the Lizardmen can afford to set up a long siege. On top of that Kael'Thas and Illidan are both there with a large number of blood elf warlocks. The Lizardmen are vastly out gunned in magic here, even assuming Tetto'ekko survived up to this point.
Conclusion: The Lizardmen can take Zangarmarsh, Terokkar, and Nagrand and hold it for a very long time, but in order to take Black Citadel they'll need to be able to rally support from local Outland factions, which they can't do without a translator or a Slann. At the same time I doubt Illidan and his forces can get the Lizardmen out of Terokkar and Zangarmarsh. He can't beat them in a guerrilla war, especially not in a heavily forested or swampy environment. I say this ends in a stalemate unless Illidan gets cocky (which ICly he might) and tries to force his army through miles and miles of dense forests and swamps populated by various types of skinks and gets whittled down. If he plays it smart and stays in his fortified hell zones there's really no way for the Lizardmen to beat him.
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#3
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#4
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Killerwasp
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After some decent amount if months to pass I'd give it to the lizardmen.
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#5
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FullMetalEmprah
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I have to give it to the Lizardmen, even with the exclusion of Slann, but only just. It would be a hell of a fight, the skill of of Kroq-Gar and Grymloq(I assume he has Grymloq?) is the stuff of legends, would be cool to see them dueling the Betrayer. Besides, Carnosaurs are just too awesome.
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#6
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Killerwasp
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@fullmetalemprah: brah dinos riding dinos is awesome in general XD
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#8
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deactivated-5bb7f2e29af78
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@fullmetalemprah: Yes he has grymloq. How long do you think the campaign would last?
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#9
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FullMetalEmprah
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@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
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#10
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camilopezo
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Not Slayer or Demon Hunters?
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#11
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Royal_Warrior
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Don’t see why illidan can’t solo considering what’s he’s done recently
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#12
Posted by
camilopezo
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@royal_warrior said:
Don’t see why illidan can’t solo considering what’s he’s done recently
The Illidan of versus is the frozen throne version.
Illidan Legion >> Iliidan Burning Crusade = Slayer >> Illidan of Frozen Throne
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#13
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@royal_warrior: If you read my rules you would know why.
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#14
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deactivated-5bb7f2e29af78
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@fullmetalemprah said:
@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
Illidan's forces were kinda already cramped and I didn't want to really add in another faction. I also wasn't sure how the Lizardmen would be able to counter the broken's invis units and so on.
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#15
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@metaljimmor: That is an amazing answer, thank you!
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#16
Posted by
MErulezall
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Illidari forces should win over time. I don't see the lizardmen as the best of commanders and they don't tend to do well outside of their realm as they don't often leave it. They're use to their realm already giving their foes a very difficult time living breath by breath, so in an environment that yes does indeed favor them, but also doesn't I feel without the heavy bonuses they are use to in lustria. They're going to slowly die.
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#1
Posted by
deactivated-5bb7f2e29af78
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Lizardmen vs Illidari Forces


Lizardmen Forces
Leadership
Supreme Commander - Kroq-Gar
Sub Commanders - Gor-Rok, Chakax, Tehenhauin, Tiktaq'to, Tetto'eko and Nakai
Lizardmen Military Forces
Infantry
300 Saurus Oldbloods
500 Saurus Scar-Veterans
500 Skink Priests
3,000 Skink Chiefs
35,000 Kroxigors
50,000 Temple Guards
80,000 Chameleon Skinks
200,000 Saurus Warriors armed with clubs and shields
200,000 Saurus Warriors armed with spears and shields
750,000 Skinks
Beasts/other stuff
50 Ancient Stegadons
70 mounted Troglodons
80 mounted Carnosaurs
650 Ripperdactyl Riders
200 mounted Stegadons
250 solar engine Bastiladons
500 feral Bastiladons
500 feral Stegadons
2,500 Terradon Riders
1,000 Razordons
2,500 Salamanders
5,000 Horned One Riders
12,000 Cold One Riders armed swords and shields
12,000 Cold One Riders armed with spears and shields
Illidari Forces
Leadership
Supreme Commander - Illidan ( At the end of The Frozen Throne version )
Sub Commanders - Lady Vashj, Kael'thas Sunstrider, Kargath Bladefist, Gruul the Dragonkiller, and High Warlord Naj'entus.
Illidari Military Forces
Infantry
200 Blood Elf Sorceresses
200 Blood Elf Priests
200 Fel Orc Warlocks
200 Naga Siren
2,000 Fel Orc Blade Masters
5,000 Blood Elf Spell Breakers
12,000 Vashj'ir Honor Guards
30,000 Naga Royal Guards
60,000 Bloodfiends
60,000 Naga Snap Dragons
60,000 Blood Elf Archers
60,000 Fel Orc Crossbowmen
100,000 Myrmidons
150,000 Felguards
200,000 Fel Orc Grunts
200,000 Blood Elf Lieutenants
300,000 Mur'gul Reavers
300,000 Blood Elf Swordsman
Beasts/other stuff
50 Infernal Juggernauts
100 Demolishers
100 Infernal Machines
250 Glaive Throwers
250 Infernal Contraption
500 Dragon Turtles
1,000 Fel Orc Kodo Beasts
300 Salamanders
2,000 Dragon Hawk Riders
3,000 Fel Ravagers
4,000 Couatls
5,000 Blood Knights armed with Lances, swords, and shields
7,000 Fel Stalkers
8,000 Fel Orc Raiders
15,000 Fel Beast
Rules
- All lore allowed; standard versions for all characters
- No BFR
- Win by destroying the other side
- No Prep
- Random Encounter
- Lizardmen have a map of outland as posted down below along with settlements and cities.
- No outside interference
- No Backstabbing/betraying
Environment - Illidari forces begin at Shadowmoon Valley and Lizardmen start at Zangarmarsh.
Note - The Illidari forces can rally local populations into fighting for them by either forcing them to submit or through alliances and treaties. The Lizardmen forces can enslave local races to help build defenses and so on, but they can't recruit or conscript Outlandish forces.
Additionally, both sides will receive half the amount reinforcements at their province capitals

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#2
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MetalJimmor
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deactivated-5bb7f2e29af78 marked this as the best answer
Edit: I don't know why but I didn't notice the bit where the Lizardmen start in Zangarmarsh. Still, it doesn't change my scenario too drastically since I had them reaching there anyway.
Interesting. Hellfire will be by far the roughest place for the Lizardmen. They don't do well in dry desert conditions, but if they can make it to Zangarmarsh they'll be in a very strong position. I'll break my post down into different segments to make it easier to read.
Concerns: Without any slann at all I don't know if the Lizardmen have the sheer magical power they need to win this. Tetto'ekko is about on par with a younger slann magically, but he's also very old and can't move much off his palanquin. I don't seem him competing with the likes of Kael'Thas, Lady Vashj, or Illidan himself magically, much less all three, and blood elf mages should be better than skink priests. I am also a little disappointed Oxyotl isn't in here because an ulta elite assassin would have rounded out the Lizardmen leadership far, far better than having Gor-Rok, Chakax, AND Nakai all in the same army. You tripled down on melee lords on foot rather than giving the Lizardmen a more diverse force. Plus Oxyotl would have given them a solid answer to the superiority of the Illidari leadership.
Diplomacy: Skinks don't know the common Azeroth tongue. This isn't an issue in Warcraft where everyone speaks the same language universally, but it is an obstacle in Warhammer. Difficulty in speaking other languages is one of the biggest obstacles when it comes to the Lizardmen making allies. This means it's borderline impossible for the Lizardmen to make any sort of allies on Outland, even with factions that are directly opposed to the Illidari like the Naaru and it's followers in Shattrah. Again, if there was a Slann in the army they could get around this. Naaru and Slann are both extremely old and telepathic and could likely speak as peers to one another. That being said, Tehenhuin might hear the Naaru and think it's the will of Sotek for him to speak with it, but that is pretty iffy.
The Campaign: If they do stop anywhere it's probably Hellfire, right at the start. Their main opposition are fel orcs and felguards who should be comparable to Saurus in physicals and ferocity, as well as larger demons to deal with the kroxigors and various dinosaurs. The fel orc warlocks are probably superior mages to the skink priests, but assuming the Illidari leadership start where we find them in WoW there won't be a mage of Tetto'ekko's stature among them, which gives the ultimate victory in magic to the Lizardmen. Tiktaq'to also secures a dominating air superiority in the area since most of the dragonriders are likely in Shadowmoon and there are no air commanders of his caliber anyway.
If the Lizardmen make it to Zangarmarsh I think they can take this, however. The naga in Illidan's army don't have the numbers to compete with the Lizardmen in the water nor the legs to deal with them on land. The advantage of being an amphibious terrestrial species is being maneuverable in both environments exceptionally well, and the skinks in the Lizardmen army are peerless amphibious ambush fighters. Lady Vashj is also the first high end magic user the Lizardmen will face, but she's more of an archer caster than a pure sorceress. I believe Tetto'ekko can handle her magically long enough for Chakax, Gor-Rok, or Nakai to crush her in melee combat.
After Zangarmarsh is taken Terokkar will be overrun with chameleon skinks, making it virtually impassible by Illidari forces by land. There's nothing they have that can really match chameleon skinks of guerrilla warfare as Kael'Thas didn't come with any elven rangers. Meanwhile Tiktaq'to and his superior airforce will make air travel over Terrokkar impossible as well. They can still make portals, but you can only move so many people through portals at a time. Once Outland has been cut in half the Lizardmen shouldn't have too much of an issue taking Nagrand.
Blade's Edge I am unsure of. That place is a labyrinth of intricate canyons and twisted mountains, and like Hellfire it's incredibly dry. I do see Gruul getting killed by Kroq-Gar and Grymloq who, together, make for one of the greatest melee fighters in the entire Warhammer world. They are also tailor made for killing giant monsters, carnosaurs being known to hunt dragons back home and Kroq-Gar wielding a powerful spear forged by the Old Ones.
I also can't see the Lizardmen actually taking Shadowmoon Valley. It's a wildly inhospitable landscape. Again very dry and with the addition of fel pools and magical storms. It's not a place the Lizardmen can afford to set up a long siege. On top of that Kael'Thas and Illidan are both there with a large number of blood elf warlocks. The Lizardmen are vastly out gunned in magic here, even assuming Tetto'ekko survived up to this point.
Conclusion: The Lizardmen can take Zangarmarsh, Terokkar, and Nagrand and hold it for a very long time, but in order to take Black Citadel they'll need to be able to rally support from local Outland factions, which they can't do without a translator or a Slann. At the same time I doubt Illidan and his forces can get the Lizardmen out of Terokkar and Zangarmarsh. He can't beat them in a guerrilla war, especially not in a heavily forested or swampy environment. I say this ends in a stalemate unless Illidan gets cocky (which ICly he might) and tries to force his army through miles and miles of dense forests and swamps populated by various types of skinks and gets whittled down. If he plays it smart and stays in his fortified hell zones there's really no way for the Lizardmen to beat him.
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#3
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#4
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After some decent amount if months to pass I'd give it to the lizardmen.
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#5
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FullMetalEmprah
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I have to give it to the Lizardmen, even with the exclusion of Slann, but only just. It would be a hell of a fight, the skill of of Kroq-Gar and Grymloq(I assume he has Grymloq?) is the stuff of legends, would be cool to see them dueling the Betrayer. Besides, Carnosaurs are just too awesome.
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#6
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Killerwasp
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@fullmetalemprah: brah dinos riding dinos is awesome in general XD
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#8
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deactivated-5bb7f2e29af78
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@fullmetalemprah: Yes he has grymloq. How long do you think the campaign would last?
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#9
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FullMetalEmprah
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@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
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#10
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camilopezo
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Not Slayer or Demon Hunters?
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#11
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Royal_Warrior
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Don’t see why illidan can’t solo considering what’s he’s done recently
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#12
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camilopezo
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@royal_warrior said:
Don’t see why illidan can’t solo considering what’s he’s done recently
The Illidan of versus is the frozen throne version.
Illidan Legion >> Iliidan Burning Crusade = Slayer >> Illidan of Frozen Throne
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#13
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@royal_warrior: If you read my rules you would know why.
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#14
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@fullmetalemprah said:
@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
Illidan's forces were kinda already cramped and I didn't want to really add in another faction. I also wasn't sure how the Lizardmen would be able to counter the broken's invis units and so on.
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#15
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@metaljimmor: That is an amazing answer, thank you!
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#16
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MErulezall
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Illidari forces should win over time. I don't see the lizardmen as the best of commanders and they don't tend to do well outside of their realm as they don't often leave it. They're use to their realm already giving their foes a very difficult time living breath by breath, so in an environment that yes does indeed favor them, but also doesn't I feel without the heavy bonuses they are use to in lustria. They're going to slowly die.
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#1
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Lizardmen vs Illidari Forces


Lizardmen Forces
Leadership
Supreme Commander - Kroq-Gar
Sub Commanders - Gor-Rok, Chakax, Tehenhauin, Tiktaq'to, Tetto'eko and Nakai
Lizardmen Military Forces
Infantry
300 Saurus Oldbloods
500 Saurus Scar-Veterans
500 Skink Priests
3,000 Skink Chiefs
35,000 Kroxigors
50,000 Temple Guards
80,000 Chameleon Skinks
200,000 Saurus Warriors armed with clubs and shields
200,000 Saurus Warriors armed with spears and shields
750,000 Skinks
Beasts/other stuff
50 Ancient Stegadons
70 mounted Troglodons
80 mounted Carnosaurs
650 Ripperdactyl Riders
200 mounted Stegadons
250 solar engine Bastiladons
500 feral Bastiladons
500 feral Stegadons
2,500 Terradon Riders
1,000 Razordons
2,500 Salamanders
5,000 Horned One Riders
12,000 Cold One Riders armed swords and shields
12,000 Cold One Riders armed with spears and shields
Illidari Forces
Leadership
Supreme Commander - Illidan ( At the end of The Frozen Throne version )
Sub Commanders - Lady Vashj, Kael'thas Sunstrider, Kargath Bladefist, Gruul the Dragonkiller, and High Warlord Naj'entus.
Illidari Military Forces
Infantry
200 Blood Elf Sorceresses
200 Blood Elf Priests
200 Fel Orc Warlocks
200 Naga Siren
2,000 Fel Orc Blade Masters
5,000 Blood Elf Spell Breakers
12,000 Vashj'ir Honor Guards
30,000 Naga Royal Guards
60,000 Bloodfiends
60,000 Naga Snap Dragons
60,000 Blood Elf Archers
60,000 Fel Orc Crossbowmen
100,000 Myrmidons
150,000 Felguards
200,000 Fel Orc Grunts
200,000 Blood Elf Lieutenants
300,000 Mur'gul Reavers
300,000 Blood Elf Swordsman
Beasts/other stuff
50 Infernal Juggernauts
100 Demolishers
100 Infernal Machines
250 Glaive Throwers
250 Infernal Contraption
500 Dragon Turtles
1,000 Fel Orc Kodo Beasts
300 Salamanders
2,000 Dragon Hawk Riders
3,000 Fel Ravagers
4,000 Couatls
5,000 Blood Knights armed with Lances, swords, and shields
7,000 Fel Stalkers
8,000 Fel Orc Raiders
15,000 Fel Beast
Rules
- All lore allowed; standard versions for all characters
- No BFR
- Win by destroying the other side
- No Prep
- Random Encounter
- Lizardmen have a map of outland as posted down below along with settlements and cities.
- No outside interference
- No Backstabbing/betraying
Environment - Illidari forces begin at Shadowmoon Valley and Lizardmen start at Zangarmarsh.
Note - The Illidari forces can rally local populations into fighting for them by either forcing them to submit or through alliances and treaties. The Lizardmen forces can enslave local races to help build defenses and so on, but they can't recruit or conscript Outlandish forces.
Additionally, both sides will receive half the amount reinforcements at their province capitals

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#2
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MetalJimmor
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deactivated-5bb7f2e29af78 marked this as the best answer
Edit: I don't know why but I didn't notice the bit where the Lizardmen start in Zangarmarsh. Still, it doesn't change my scenario too drastically since I had them reaching there anyway.
Interesting. Hellfire will be by far the roughest place for the Lizardmen. They don't do well in dry desert conditions, but if they can make it to Zangarmarsh they'll be in a very strong position. I'll break my post down into different segments to make it easier to read.
Concerns: Without any slann at all I don't know if the Lizardmen have the sheer magical power they need to win this. Tetto'ekko is about on par with a younger slann magically, but he's also very old and can't move much off his palanquin. I don't seem him competing with the likes of Kael'Thas, Lady Vashj, or Illidan himself magically, much less all three, and blood elf mages should be better than skink priests. I am also a little disappointed Oxyotl isn't in here because an ulta elite assassin would have rounded out the Lizardmen leadership far, far better than having Gor-Rok, Chakax, AND Nakai all in the same army. You tripled down on melee lords on foot rather than giving the Lizardmen a more diverse force. Plus Oxyotl would have given them a solid answer to the superiority of the Illidari leadership.
Diplomacy: Skinks don't know the common Azeroth tongue. This isn't an issue in Warcraft where everyone speaks the same language universally, but it is an obstacle in Warhammer. Difficulty in speaking other languages is one of the biggest obstacles when it comes to the Lizardmen making allies. This means it's borderline impossible for the Lizardmen to make any sort of allies on Outland, even with factions that are directly opposed to the Illidari like the Naaru and it's followers in Shattrah. Again, if there was a Slann in the army they could get around this. Naaru and Slann are both extremely old and telepathic and could likely speak as peers to one another. That being said, Tehenhuin might hear the Naaru and think it's the will of Sotek for him to speak with it, but that is pretty iffy.
The Campaign: If they do stop anywhere it's probably Hellfire, right at the start. Their main opposition are fel orcs and felguards who should be comparable to Saurus in physicals and ferocity, as well as larger demons to deal with the kroxigors and various dinosaurs. The fel orc warlocks are probably superior mages to the skink priests, but assuming the Illidari leadership start where we find them in WoW there won't be a mage of Tetto'ekko's stature among them, which gives the ultimate victory in magic to the Lizardmen. Tiktaq'to also secures a dominating air superiority in the area since most of the dragonriders are likely in Shadowmoon and there are no air commanders of his caliber anyway.
If the Lizardmen make it to Zangarmarsh I think they can take this, however. The naga in Illidan's army don't have the numbers to compete with the Lizardmen in the water nor the legs to deal with them on land. The advantage of being an amphibious terrestrial species is being maneuverable in both environments exceptionally well, and the skinks in the Lizardmen army are peerless amphibious ambush fighters. Lady Vashj is also the first high end magic user the Lizardmen will face, but she's more of an archer caster than a pure sorceress. I believe Tetto'ekko can handle her magically long enough for Chakax, Gor-Rok, or Nakai to crush her in melee combat.
After Zangarmarsh is taken Terokkar will be overrun with chameleon skinks, making it virtually impassible by Illidari forces by land. There's nothing they have that can really match chameleon skinks of guerrilla warfare as Kael'Thas didn't come with any elven rangers. Meanwhile Tiktaq'to and his superior airforce will make air travel over Terrokkar impossible as well. They can still make portals, but you can only move so many people through portals at a time. Once Outland has been cut in half the Lizardmen shouldn't have too much of an issue taking Nagrand.
Blade's Edge I am unsure of. That place is a labyrinth of intricate canyons and twisted mountains, and like Hellfire it's incredibly dry. I do see Gruul getting killed by Kroq-Gar and Grymloq who, together, make for one of the greatest melee fighters in the entire Warhammer world. They are also tailor made for killing giant monsters, carnosaurs being known to hunt dragons back home and Kroq-Gar wielding a powerful spear forged by the Old Ones.
I also can't see the Lizardmen actually taking Shadowmoon Valley. It's a wildly inhospitable landscape. Again very dry and with the addition of fel pools and magical storms. It's not a place the Lizardmen can afford to set up a long siege. On top of that Kael'Thas and Illidan are both there with a large number of blood elf warlocks. The Lizardmen are vastly out gunned in magic here, even assuming Tetto'ekko survived up to this point.
Conclusion: The Lizardmen can take Zangarmarsh, Terokkar, and Nagrand and hold it for a very long time, but in order to take Black Citadel they'll need to be able to rally support from local Outland factions, which they can't do without a translator or a Slann. At the same time I doubt Illidan and his forces can get the Lizardmen out of Terokkar and Zangarmarsh. He can't beat them in a guerrilla war, especially not in a heavily forested or swampy environment. I say this ends in a stalemate unless Illidan gets cocky (which ICly he might) and tries to force his army through miles and miles of dense forests and swamps populated by various types of skinks and gets whittled down. If he plays it smart and stays in his fortified hell zones there's really no way for the Lizardmen to beat him.
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#3
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#4
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Killerwasp
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After some decent amount if months to pass I'd give it to the lizardmen.
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#5
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I have to give it to the Lizardmen, even with the exclusion of Slann, but only just. It would be a hell of a fight, the skill of of Kroq-Gar and Grymloq(I assume he has Grymloq?) is the stuff of legends, would be cool to see them dueling the Betrayer. Besides, Carnosaurs are just too awesome.
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#6
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Killerwasp
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@fullmetalemprah: brah dinos riding dinos is awesome in general XD
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#8
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deactivated-5bb7f2e29af78
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@fullmetalemprah: Yes he has grymloq. How long do you think the campaign would last?
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#9
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FullMetalEmprah
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@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
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#10
Posted by
camilopezo
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Not Slayer or Demon Hunters?
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#11
Edited by
Royal_Warrior
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Don’t see why illidan can’t solo considering what’s he’s done recently
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#12
Posted by
camilopezo
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@royal_warrior said:
Don’t see why illidan can’t solo considering what’s he’s done recently
The Illidan of versus is the frozen throne version.
Illidan Legion >> Iliidan Burning Crusade = Slayer >> Illidan of Frozen Throne
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#13
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@royal_warrior: If you read my rules you would know why.
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#14
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@fullmetalemprah said:
@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
Illidan's forces were kinda already cramped and I didn't want to really add in another faction. I also wasn't sure how the Lizardmen would be able to counter the broken's invis units and so on.
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#15
Edited by
deactivated-5bb7f2e29af78
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- 6 months, 10 hours ago
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@metaljimmor: That is an amazing answer, thank you!
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#16
Posted by
MErulezall
(3413 posts)
- 5 months, 7 days ago
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Illidari forces should win over time. I don't see the lizardmen as the best of commanders and they don't tend to do well outside of their realm as they don't often leave it. They're use to their realm already giving their foes a very difficult time living breath by breath, so in an environment that yes does indeed favor them, but also doesn't I feel without the heavy bonuses they are use to in lustria. They're going to slowly die.
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#1
Posted by
deactivated-5bb7f2e29af78
(1835 posts)
- 6 months, 9 days ago
- Show Bio
Lizardmen vs Illidari Forces


Lizardmen Forces
Leadership
Supreme Commander - Kroq-Gar
Sub Commanders - Gor-Rok, Chakax, Tehenhauin, Tiktaq'to, Tetto'eko and Nakai
Lizardmen Military Forces
Infantry
300 Saurus Oldbloods
500 Saurus Scar-Veterans
500 Skink Priests
3,000 Skink Chiefs
35,000 Kroxigors
50,000 Temple Guards
80,000 Chameleon Skinks
200,000 Saurus Warriors armed with clubs and shields
200,000 Saurus Warriors armed with spears and shields
750,000 Skinks
Beasts/other stuff
50 Ancient Stegadons
70 mounted Troglodons
80 mounted Carnosaurs
650 Ripperdactyl Riders
200 mounted Stegadons
250 solar engine Bastiladons
500 feral Bastiladons
500 feral Stegadons
2,500 Terradon Riders
1,000 Razordons
2,500 Salamanders
5,000 Horned One Riders
12,000 Cold One Riders armed swords and shields
12,000 Cold One Riders armed with spears and shields
Illidari Forces
Leadership
Supreme Commander - Illidan ( At the end of The Frozen Throne version )
Sub Commanders - Lady Vashj, Kael'thas Sunstrider, Kargath Bladefist, Gruul the Dragonkiller, and High Warlord Naj'entus.
Illidari Military Forces
Infantry
200 Blood Elf Sorceresses
200 Blood Elf Priests
200 Fel Orc Warlocks
200 Naga Siren
2,000 Fel Orc Blade Masters
5,000 Blood Elf Spell Breakers
12,000 Vashj'ir Honor Guards
30,000 Naga Royal Guards
60,000 Bloodfiends
60,000 Naga Snap Dragons
60,000 Blood Elf Archers
60,000 Fel Orc Crossbowmen
100,000 Myrmidons
150,000 Felguards
200,000 Fel Orc Grunts
200,000 Blood Elf Lieutenants
300,000 Mur'gul Reavers
300,000 Blood Elf Swordsman
Beasts/other stuff
50 Infernal Juggernauts
100 Demolishers
100 Infernal Machines
250 Glaive Throwers
250 Infernal Contraption
500 Dragon Turtles
1,000 Fel Orc Kodo Beasts
300 Salamanders
2,000 Dragon Hawk Riders
3,000 Fel Ravagers
4,000 Couatls
5,000 Blood Knights armed with Lances, swords, and shields
7,000 Fel Stalkers
8,000 Fel Orc Raiders
15,000 Fel Beast
Rules
- All lore allowed; standard versions for all characters
- No BFR
- Win by destroying the other side
- No Prep
- Random Encounter
- Lizardmen have a map of outland as posted down below along with settlements and cities.
- No outside interference
- No Backstabbing/betraying
Environment - Illidari forces begin at Shadowmoon Valley and Lizardmen start at Zangarmarsh.
Note - The Illidari forces can rally local populations into fighting for them by either forcing them to submit or through alliances and treaties. The Lizardmen forces can enslave local races to help build defenses and so on, but they can't recruit or conscript Outlandish forces.
Additionally, both sides will receive half the amount reinforcements at their province capitals

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#1
Posted by
deactivated-5bb7f2e29af78
(1835 posts)
- 6 months, 9 days ago
- Show Bio
Lizardmen vs Illidari Forces


Lizardmen Forces
Leadership
Supreme Commander - Kroq-Gar
Sub Commanders - Gor-Rok, Chakax, Tehenhauin, Tiktaq'to, Tetto'eko and Nakai
Lizardmen Military Forces
Infantry
300 Saurus Oldbloods
500 Saurus Scar-Veterans
500 Skink Priests
3,000 Skink Chiefs
35,000 Kroxigors
50,000 Temple Guards
80,000 Chameleon Skinks
200,000 Saurus Warriors armed with clubs and shields
200,000 Saurus Warriors armed with spears and shields
750,000 Skinks
Beasts/other stuff
50 Ancient Stegadons
70 mounted Troglodons
80 mounted Carnosaurs
650 Ripperdactyl Riders
200 mounted Stegadons
250 solar engine Bastiladons
500 feral Bastiladons
500 feral Stegadons
2,500 Terradon Riders
1,000 Razordons
2,500 Salamanders
5,000 Horned One Riders
12,000 Cold One Riders armed swords and shields
12,000 Cold One Riders armed with spears and shields
Illidari Forces
Leadership
Supreme Commander - Illidan ( At the end of The Frozen Throne version )
Sub Commanders - Lady Vashj, Kael'thas Sunstrider, Kargath Bladefist, Gruul the Dragonkiller, and High Warlord Naj'entus.
Illidari Military Forces
Infantry
200 Blood Elf Sorceresses
200 Blood Elf Priests
200 Fel Orc Warlocks
200 Naga Siren
2,000 Fel Orc Blade Masters
5,000 Blood Elf Spell Breakers
12,000 Vashj'ir Honor Guards
30,000 Naga Royal Guards
60,000 Bloodfiends
60,000 Naga Snap Dragons
60,000 Blood Elf Archers
60,000 Fel Orc Crossbowmen
100,000 Myrmidons
150,000 Felguards
200,000 Fel Orc Grunts
200,000 Blood Elf Lieutenants
300,000 Mur'gul Reavers
300,000 Blood Elf Swordsman
Beasts/other stuff
50 Infernal Juggernauts
100 Demolishers
100 Infernal Machines
250 Glaive Throwers
250 Infernal Contraption
500 Dragon Turtles
1,000 Fel Orc Kodo Beasts
300 Salamanders
2,000 Dragon Hawk Riders
3,000 Fel Ravagers
4,000 Couatls
5,000 Blood Knights armed with Lances, swords, and shields
7,000 Fel Stalkers
8,000 Fel Orc Raiders
15,000 Fel Beast
Rules
- All lore allowed; standard versions for all characters
- No BFR
- Win by destroying the other side
- No Prep
- Random Encounter
- Lizardmen have a map of outland as posted down below along with settlements and cities.
- No outside interference
- No Backstabbing/betraying
Environment - Illidari forces begin at Shadowmoon Valley and Lizardmen start at Zangarmarsh.
Note - The Illidari forces can rally local populations into fighting for them by either forcing them to submit or through alliances and treaties. The Lizardmen forces can enslave local races to help build defenses and so on, but they can't recruit or conscript Outlandish forces.
Additionally, both sides will receive half the amount reinforcements at their province capitals

#1
Posted by
deactivated-5bb7f2e29af78
(1835 posts)
- 6 months, 9 days ago
- Show Bio
Lizardmen vs Illidari Forces


Lizardmen Forces
Leadership
Supreme Commander - Kroq-Gar
Sub Commanders - Gor-Rok, Chakax, Tehenhauin, Tiktaq'to, Tetto'eko and Nakai
Lizardmen Military Forces
Infantry
300 Saurus Oldbloods
500 Saurus Scar-Veterans
500 Skink Priests
3,000 Skink Chiefs
35,000 Kroxigors
50,000 Temple Guards
80,000 Chameleon Skinks
200,000 Saurus Warriors armed with clubs and shields
200,000 Saurus Warriors armed with spears and shields
750,000 Skinks
Beasts/other stuff
50 Ancient Stegadons
70 mounted Troglodons
80 mounted Carnosaurs
650 Ripperdactyl Riders
200 mounted Stegadons
250 solar engine Bastiladons
500 feral Bastiladons
500 feral Stegadons
2,500 Terradon Riders
1,000 Razordons
2,500 Salamanders
5,000 Horned One Riders
12,000 Cold One Riders armed swords and shields
12,000 Cold One Riders armed with spears and shields
Illidari Forces
Leadership
Supreme Commander - Illidan ( At the end of The Frozen Throne version )
Sub Commanders - Lady Vashj, Kael'thas Sunstrider, Kargath Bladefist, Gruul the Dragonkiller, and High Warlord Naj'entus.
Illidari Military Forces
Infantry
200 Blood Elf Sorceresses
200 Blood Elf Priests
200 Fel Orc Warlocks
200 Naga Siren
2,000 Fel Orc Blade Masters
5,000 Blood Elf Spell Breakers
12,000 Vashj'ir Honor Guards
30,000 Naga Royal Guards
60,000 Bloodfiends
60,000 Naga Snap Dragons
60,000 Blood Elf Archers
60,000 Fel Orc Crossbowmen
100,000 Myrmidons
150,000 Felguards
200,000 Fel Orc Grunts
200,000 Blood Elf Lieutenants
300,000 Mur'gul Reavers
300,000 Blood Elf Swordsman
Beasts/other stuff
50 Infernal Juggernauts
100 Demolishers
100 Infernal Machines
250 Glaive Throwers
250 Infernal Contraption
500 Dragon Turtles
1,000 Fel Orc Kodo Beasts
300 Salamanders
2,000 Dragon Hawk Riders
3,000 Fel Ravagers
4,000 Couatls
5,000 Blood Knights armed with Lances, swords, and shields
7,000 Fel Stalkers
8,000 Fel Orc Raiders
15,000 Fel Beast
Rules
- All lore allowed; standard versions for all characters
- No BFR
- Win by destroying the other side
- No Prep
- Random Encounter
- Lizardmen have a map of outland as posted down below along with settlements and cities.
- No outside interference
- No Backstabbing/betraying
Environment - Illidari forces begin at Shadowmoon Valley and Lizardmen start at Zangarmarsh.
Note - The Illidari forces can rally local populations into fighting for them by either forcing them to submit or through alliances and treaties. The Lizardmen forces can enslave local races to help build defenses and so on, but they can't recruit or conscript Outlandish forces.
Additionally, both sides will receive half the amount reinforcements at their province capitals

#1
Posted by
deactivated-5bb7f2e29af78
(1835 posts)
- 6 months, 9 days ago
- Show Bio
Lizardmen vs Illidari Forces


Lizardmen Forces
Leadership
Supreme Commander - Kroq-Gar
Sub Commanders - Gor-Rok, Chakax, Tehenhauin, Tiktaq'to, Tetto'eko and Nakai
Lizardmen Military Forces
Infantry
300 Saurus Oldbloods
500 Saurus Scar-Veterans
500 Skink Priests
3,000 Skink Chiefs
35,000 Kroxigors
50,000 Temple Guards
80,000 Chameleon Skinks
200,000 Saurus Warriors armed with clubs and shields
200,000 Saurus Warriors armed with spears and shields
750,000 Skinks
Beasts/other stuff
50 Ancient Stegadons
70 mounted Troglodons
80 mounted Carnosaurs
650 Ripperdactyl Riders
200 mounted Stegadons
250 solar engine Bastiladons
500 feral Bastiladons
500 feral Stegadons
2,500 Terradon Riders
1,000 Razordons
2,500 Salamanders
5,000 Horned One Riders
12,000 Cold One Riders armed swords and shields
12,000 Cold One Riders armed with spears and shields
Illidari Forces
Leadership
Supreme Commander - Illidan ( At the end of The Frozen Throne version )
Sub Commanders - Lady Vashj, Kael'thas Sunstrider, Kargath Bladefist, Gruul the Dragonkiller, and High Warlord Naj'entus.
Illidari Military Forces
Infantry
200 Blood Elf Sorceresses
200 Blood Elf Priests
200 Fel Orc Warlocks
200 Naga Siren
2,000 Fel Orc Blade Masters
5,000 Blood Elf Spell Breakers
12,000 Vashj'ir Honor Guards
30,000 Naga Royal Guards
60,000 Bloodfiends
60,000 Naga Snap Dragons
60,000 Blood Elf Archers
60,000 Fel Orc Crossbowmen
100,000 Myrmidons
150,000 Felguards
200,000 Fel Orc Grunts
200,000 Blood Elf Lieutenants
300,000 Mur'gul Reavers
300,000 Blood Elf Swordsman
Beasts/other stuff
50 Infernal Juggernauts
100 Demolishers
100 Infernal Machines
250 Glaive Throwers
250 Infernal Contraption
500 Dragon Turtles
1,000 Fel Orc Kodo Beasts
300 Salamanders
2,000 Dragon Hawk Riders
3,000 Fel Ravagers
4,000 Couatls
5,000 Blood Knights armed with Lances, swords, and shields
7,000 Fel Stalkers
8,000 Fel Orc Raiders
15,000 Fel Beast
Rules
- All lore allowed; standard versions for all characters
- No BFR
- Win by destroying the other side
- No Prep
- Random Encounter
- Lizardmen have a map of outland as posted down below along with settlements and cities.
- No outside interference
- No Backstabbing/betraying
Environment - Illidari forces begin at Shadowmoon Valley and Lizardmen start at Zangarmarsh.
Note - The Illidari forces can rally local populations into fighting for them by either forcing them to submit or through alliances and treaties. The Lizardmen forces can enslave local races to help build defenses and so on, but they can't recruit or conscript Outlandish forces.
Additionally, both sides will receive half the amount reinforcements at their province capitals

Infantry
300 Saurus Oldbloods
500 Saurus Scar-Veterans
500 Skink Priests
3,000 Skink Chiefs
35,000 Kroxigors
50,000 Temple Guards
80,000 Chameleon Skinks
200,000 Saurus Warriors armed with clubs and shields
200,000 Saurus Warriors armed with spears and shields
750,000 Skinks
Beasts/other stuff
50 Ancient Stegadons
70 mounted Troglodons
80 mounted Carnosaurs
650 Ripperdactyl Riders
200 mounted Stegadons
250 solar engine Bastiladons
500 feral Bastiladons
500 feral Stegadons
2,500 Terradon Riders
1,000 Razordons
2,500 Salamanders
5,000 Horned One Riders
12,000 Cold One Riders armed swords and shields
12,000 Cold One Riders armed with spears and shields
Infantry
300 Saurus Oldbloods
500 Saurus Scar-Veterans
500 Skink Priests
3,000 Skink Chiefs
35,000 Kroxigors
50,000 Temple Guards
80,000 Chameleon Skinks
200,000 Saurus Warriors armed with clubs and shields
200,000 Saurus Warriors armed with spears and shields
750,000 Skinks
Beasts/other stuff
50 Ancient Stegadons
70 mounted Troglodons
80 mounted Carnosaurs
650 Ripperdactyl Riders
200 mounted Stegadons
250 solar engine Bastiladons
500 feral Bastiladons
500 feral Stegadons
2,500 Terradon Riders
1,000 Razordons
2,500 Salamanders
5,000 Horned One Riders
12,000 Cold One Riders armed swords and shields
12,000 Cold One Riders armed with spears and shields
Infantry
200 Blood Elf Sorceresses
200 Blood Elf Priests
200 Fel Orc Warlocks
200 Naga Siren
2,000 Fel Orc Blade Masters
5,000 Blood Elf Spell Breakers
12,000 Vashj'ir Honor Guards
30,000 Naga Royal Guards
60,000 Bloodfiends
60,000 Naga Snap Dragons
60,000 Blood Elf Archers
60,000 Fel Orc Crossbowmen
100,000 Myrmidons
150,000 Felguards
200,000 Fel Orc Grunts
200,000 Blood Elf Lieutenants
300,000 Mur'gul Reavers
300,000 Blood Elf Swordsman
Beasts/other stuff
50 Infernal Juggernauts
100 Demolishers
100 Infernal Machines
250 Glaive Throwers
250 Infernal Contraption
500 Dragon Turtles
1,000 Fel Orc Kodo Beasts
300 Salamanders
2,000 Dragon Hawk Riders
3,000 Fel Ravagers
4,000 Couatls
5,000 Blood Knights armed with Lances, swords, and shields
7,000 Fel Stalkers
8,000 Fel Orc Raiders
15,000 Fel Beast
Infantry
200 Blood Elf Sorceresses
200 Blood Elf Priests
200 Fel Orc Warlocks
200 Naga Siren
2,000 Fel Orc Blade Masters
5,000 Blood Elf Spell Breakers
12,000 Vashj'ir Honor Guards
30,000 Naga Royal Guards
60,000 Bloodfiends
60,000 Naga Snap Dragons
60,000 Blood Elf Archers
60,000 Fel Orc Crossbowmen
100,000 Myrmidons
150,000 Felguards
200,000 Fel Orc Grunts
200,000 Blood Elf Lieutenants
300,000 Mur'gul Reavers
300,000 Blood Elf Swordsman
Beasts/other stuff
50 Infernal Juggernauts
100 Demolishers
100 Infernal Machines
250 Glaive Throwers
250 Infernal Contraption
500 Dragon Turtles
1,000 Fel Orc Kodo Beasts
300 Salamanders
2,000 Dragon Hawk Riders
3,000 Fel Ravagers
4,000 Couatls
5,000 Blood Knights armed with Lances, swords, and shields
7,000 Fel Stalkers
8,000 Fel Orc Raiders
15,000 Fel Beast
- MetalJimmor
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#2
Edited by
MetalJimmor
(5698 posts)
- 6 months, 4 days ago
- Show Bio
deactivated-5bb7f2e29af78 marked this as the best answer
Edit: I don't know why but I didn't notice the bit where the Lizardmen start in Zangarmarsh. Still, it doesn't change my scenario too drastically since I had them reaching there anyway.
Interesting. Hellfire will be by far the roughest place for the Lizardmen. They don't do well in dry desert conditions, but if they can make it to Zangarmarsh they'll be in a very strong position. I'll break my post down into different segments to make it easier to read.
Concerns: Without any slann at all I don't know if the Lizardmen have the sheer magical power they need to win this. Tetto'ekko is about on par with a younger slann magically, but he's also very old and can't move much off his palanquin. I don't seem him competing with the likes of Kael'Thas, Lady Vashj, or Illidan himself magically, much less all three, and blood elf mages should be better than skink priests. I am also a little disappointed Oxyotl isn't in here because an ulta elite assassin would have rounded out the Lizardmen leadership far, far better than having Gor-Rok, Chakax, AND Nakai all in the same army. You tripled down on melee lords on foot rather than giving the Lizardmen a more diverse force. Plus Oxyotl would have given them a solid answer to the superiority of the Illidari leadership.
Diplomacy: Skinks don't know the common Azeroth tongue. This isn't an issue in Warcraft where everyone speaks the same language universally, but it is an obstacle in Warhammer. Difficulty in speaking other languages is one of the biggest obstacles when it comes to the Lizardmen making allies. This means it's borderline impossible for the Lizardmen to make any sort of allies on Outland, even with factions that are directly opposed to the Illidari like the Naaru and it's followers in Shattrah. Again, if there was a Slann in the army they could get around this. Naaru and Slann are both extremely old and telepathic and could likely speak as peers to one another. That being said, Tehenhuin might hear the Naaru and think it's the will of Sotek for him to speak with it, but that is pretty iffy.
The Campaign: If they do stop anywhere it's probably Hellfire, right at the start. Their main opposition are fel orcs and felguards who should be comparable to Saurus in physicals and ferocity, as well as larger demons to deal with the kroxigors and various dinosaurs. The fel orc warlocks are probably superior mages to the skink priests, but assuming the Illidari leadership start where we find them in WoW there won't be a mage of Tetto'ekko's stature among them, which gives the ultimate victory in magic to the Lizardmen. Tiktaq'to also secures a dominating air superiority in the area since most of the dragonriders are likely in Shadowmoon and there are no air commanders of his caliber anyway.
If the Lizardmen make it to Zangarmarsh I think they can take this, however. The naga in Illidan's army don't have the numbers to compete with the Lizardmen in the water nor the legs to deal with them on land. The advantage of being an amphibious terrestrial species is being maneuverable in both environments exceptionally well, and the skinks in the Lizardmen army are peerless amphibious ambush fighters. Lady Vashj is also the first high end magic user the Lizardmen will face, but she's more of an archer caster than a pure sorceress. I believe Tetto'ekko can handle her magically long enough for Chakax, Gor-Rok, or Nakai to crush her in melee combat.
After Zangarmarsh is taken Terokkar will be overrun with chameleon skinks, making it virtually impassible by Illidari forces by land. There's nothing they have that can really match chameleon skinks of guerrilla warfare as Kael'Thas didn't come with any elven rangers. Meanwhile Tiktaq'to and his superior airforce will make air travel over Terrokkar impossible as well. They can still make portals, but you can only move so many people through portals at a time. Once Outland has been cut in half the Lizardmen shouldn't have too much of an issue taking Nagrand.
Blade's Edge I am unsure of. That place is a labyrinth of intricate canyons and twisted mountains, and like Hellfire it's incredibly dry. I do see Gruul getting killed by Kroq-Gar and Grymloq who, together, make for one of the greatest melee fighters in the entire Warhammer world. They are also tailor made for killing giant monsters, carnosaurs being known to hunt dragons back home and Kroq-Gar wielding a powerful spear forged by the Old Ones.
I also can't see the Lizardmen actually taking Shadowmoon Valley. It's a wildly inhospitable landscape. Again very dry and with the addition of fel pools and magical storms. It's not a place the Lizardmen can afford to set up a long siege. On top of that Kael'Thas and Illidan are both there with a large number of blood elf warlocks. The Lizardmen are vastly out gunned in magic here, even assuming Tetto'ekko survived up to this point.
Conclusion: The Lizardmen can take Zangarmarsh, Terokkar, and Nagrand and hold it for a very long time, but in order to take Black Citadel they'll need to be able to rally support from local Outland factions, which they can't do without a translator or a Slann. At the same time I doubt Illidan and his forces can get the Lizardmen out of Terokkar and Zangarmarsh. He can't beat them in a guerrilla war, especially not in a heavily forested or swampy environment. I say this ends in a stalemate unless Illidan gets cocky (which ICly he might) and tries to force his army through miles and miles of dense forests and swamps populated by various types of skinks and gets whittled down. If he plays it smart and stays in his fortified hell zones there's really no way for the Lizardmen to beat him.
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#2
Edited by
MetalJimmor
(5698 posts)
- 6 months, 4 days ago
- Show Bio
deactivated-5bb7f2e29af78 marked this as the best answer
Edit: I don't know why but I didn't notice the bit where the Lizardmen start in Zangarmarsh. Still, it doesn't change my scenario too drastically since I had them reaching there anyway.
Interesting. Hellfire will be by far the roughest place for the Lizardmen. They don't do well in dry desert conditions, but if they can make it to Zangarmarsh they'll be in a very strong position. I'll break my post down into different segments to make it easier to read.
Concerns: Without any slann at all I don't know if the Lizardmen have the sheer magical power they need to win this. Tetto'ekko is about on par with a younger slann magically, but he's also very old and can't move much off his palanquin. I don't seem him competing with the likes of Kael'Thas, Lady Vashj, or Illidan himself magically, much less all three, and blood elf mages should be better than skink priests. I am also a little disappointed Oxyotl isn't in here because an ulta elite assassin would have rounded out the Lizardmen leadership far, far better than having Gor-Rok, Chakax, AND Nakai all in the same army. You tripled down on melee lords on foot rather than giving the Lizardmen a more diverse force. Plus Oxyotl would have given them a solid answer to the superiority of the Illidari leadership.
Diplomacy: Skinks don't know the common Azeroth tongue. This isn't an issue in Warcraft where everyone speaks the same language universally, but it is an obstacle in Warhammer. Difficulty in speaking other languages is one of the biggest obstacles when it comes to the Lizardmen making allies. This means it's borderline impossible for the Lizardmen to make any sort of allies on Outland, even with factions that are directly opposed to the Illidari like the Naaru and it's followers in Shattrah. Again, if there was a Slann in the army they could get around this. Naaru and Slann are both extremely old and telepathic and could likely speak as peers to one another. That being said, Tehenhuin might hear the Naaru and think it's the will of Sotek for him to speak with it, but that is pretty iffy.
The Campaign: If they do stop anywhere it's probably Hellfire, right at the start. Their main opposition are fel orcs and felguards who should be comparable to Saurus in physicals and ferocity, as well as larger demons to deal with the kroxigors and various dinosaurs. The fel orc warlocks are probably superior mages to the skink priests, but assuming the Illidari leadership start where we find them in WoW there won't be a mage of Tetto'ekko's stature among them, which gives the ultimate victory in magic to the Lizardmen. Tiktaq'to also secures a dominating air superiority in the area since most of the dragonriders are likely in Shadowmoon and there are no air commanders of his caliber anyway.
If the Lizardmen make it to Zangarmarsh I think they can take this, however. The naga in Illidan's army don't have the numbers to compete with the Lizardmen in the water nor the legs to deal with them on land. The advantage of being an amphibious terrestrial species is being maneuverable in both environments exceptionally well, and the skinks in the Lizardmen army are peerless amphibious ambush fighters. Lady Vashj is also the first high end magic user the Lizardmen will face, but she's more of an archer caster than a pure sorceress. I believe Tetto'ekko can handle her magically long enough for Chakax, Gor-Rok, or Nakai to crush her in melee combat.
After Zangarmarsh is taken Terokkar will be overrun with chameleon skinks, making it virtually impassible by Illidari forces by land. There's nothing they have that can really match chameleon skinks of guerrilla warfare as Kael'Thas didn't come with any elven rangers. Meanwhile Tiktaq'to and his superior airforce will make air travel over Terrokkar impossible as well. They can still make portals, but you can only move so many people through portals at a time. Once Outland has been cut in half the Lizardmen shouldn't have too much of an issue taking Nagrand.
Blade's Edge I am unsure of. That place is a labyrinth of intricate canyons and twisted mountains, and like Hellfire it's incredibly dry. I do see Gruul getting killed by Kroq-Gar and Grymloq who, together, make for one of the greatest melee fighters in the entire Warhammer world. They are also tailor made for killing giant monsters, carnosaurs being known to hunt dragons back home and Kroq-Gar wielding a powerful spear forged by the Old Ones.
I also can't see the Lizardmen actually taking Shadowmoon Valley. It's a wildly inhospitable landscape. Again very dry and with the addition of fel pools and magical storms. It's not a place the Lizardmen can afford to set up a long siege. On top of that Kael'Thas and Illidan are both there with a large number of blood elf warlocks. The Lizardmen are vastly out gunned in magic here, even assuming Tetto'ekko survived up to this point.
Conclusion: The Lizardmen can take Zangarmarsh, Terokkar, and Nagrand and hold it for a very long time, but in order to take Black Citadel they'll need to be able to rally support from local Outland factions, which they can't do without a translator or a Slann. At the same time I doubt Illidan and his forces can get the Lizardmen out of Terokkar and Zangarmarsh. He can't beat them in a guerrilla war, especially not in a heavily forested or swampy environment. I say this ends in a stalemate unless Illidan gets cocky (which ICly he might) and tries to force his army through miles and miles of dense forests and swamps populated by various types of skinks and gets whittled down. If he plays it smart and stays in his fortified hell zones there's really no way for the Lizardmen to beat him.
#2
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MetalJimmor
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Edit: I don't know why but I didn't notice the bit where the Lizardmen start in Zangarmarsh. Still, it doesn't change my scenario too drastically since I had them reaching there anyway.
Interesting. Hellfire will be by far the roughest place for the Lizardmen. They don't do well in dry desert conditions, but if they can make it to Zangarmarsh they'll be in a very strong position. I'll break my post down into different segments to make it easier to read.
Concerns: Without any slann at all I don't know if the Lizardmen have the sheer magical power they need to win this. Tetto'ekko is about on par with a younger slann magically, but he's also very old and can't move much off his palanquin. I don't seem him competing with the likes of Kael'Thas, Lady Vashj, or Illidan himself magically, much less all three, and blood elf mages should be better than skink priests. I am also a little disappointed Oxyotl isn't in here because an ulta elite assassin would have rounded out the Lizardmen leadership far, far better than having Gor-Rok, Chakax, AND Nakai all in the same army. You tripled down on melee lords on foot rather than giving the Lizardmen a more diverse force. Plus Oxyotl would have given them a solid answer to the superiority of the Illidari leadership.
Diplomacy: Skinks don't know the common Azeroth tongue. This isn't an issue in Warcraft where everyone speaks the same language universally, but it is an obstacle in Warhammer. Difficulty in speaking other languages is one of the biggest obstacles when it comes to the Lizardmen making allies. This means it's borderline impossible for the Lizardmen to make any sort of allies on Outland, even with factions that are directly opposed to the Illidari like the Naaru and it's followers in Shattrah. Again, if there was a Slann in the army they could get around this. Naaru and Slann are both extremely old and telepathic and could likely speak as peers to one another. That being said, Tehenhuin might hear the Naaru and think it's the will of Sotek for him to speak with it, but that is pretty iffy.
The Campaign: If they do stop anywhere it's probably Hellfire, right at the start. Their main opposition are fel orcs and felguards who should be comparable to Saurus in physicals and ferocity, as well as larger demons to deal with the kroxigors and various dinosaurs. The fel orc warlocks are probably superior mages to the skink priests, but assuming the Illidari leadership start where we find them in WoW there won't be a mage of Tetto'ekko's stature among them, which gives the ultimate victory in magic to the Lizardmen. Tiktaq'to also secures a dominating air superiority in the area since most of the dragonriders are likely in Shadowmoon and there are no air commanders of his caliber anyway.
If the Lizardmen make it to Zangarmarsh I think they can take this, however. The naga in Illidan's army don't have the numbers to compete with the Lizardmen in the water nor the legs to deal with them on land. The advantage of being an amphibious terrestrial species is being maneuverable in both environments exceptionally well, and the skinks in the Lizardmen army are peerless amphibious ambush fighters. Lady Vashj is also the first high end magic user the Lizardmen will face, but she's more of an archer caster than a pure sorceress. I believe Tetto'ekko can handle her magically long enough for Chakax, Gor-Rok, or Nakai to crush her in melee combat.
After Zangarmarsh is taken Terokkar will be overrun with chameleon skinks, making it virtually impassible by Illidari forces by land. There's nothing they have that can really match chameleon skinks of guerrilla warfare as Kael'Thas didn't come with any elven rangers. Meanwhile Tiktaq'to and his superior airforce will make air travel over Terrokkar impossible as well. They can still make portals, but you can only move so many people through portals at a time. Once Outland has been cut in half the Lizardmen shouldn't have too much of an issue taking Nagrand.
Blade's Edge I am unsure of. That place is a labyrinth of intricate canyons and twisted mountains, and like Hellfire it's incredibly dry. I do see Gruul getting killed by Kroq-Gar and Grymloq who, together, make for one of the greatest melee fighters in the entire Warhammer world. They are also tailor made for killing giant monsters, carnosaurs being known to hunt dragons back home and Kroq-Gar wielding a powerful spear forged by the Old Ones.
I also can't see the Lizardmen actually taking Shadowmoon Valley. It's a wildly inhospitable landscape. Again very dry and with the addition of fel pools and magical storms. It's not a place the Lizardmen can afford to set up a long siege. On top of that Kael'Thas and Illidan are both there with a large number of blood elf warlocks. The Lizardmen are vastly out gunned in magic here, even assuming Tetto'ekko survived up to this point.
Conclusion: The Lizardmen can take Zangarmarsh, Terokkar, and Nagrand and hold it for a very long time, but in order to take Black Citadel they'll need to be able to rally support from local Outland factions, which they can't do without a translator or a Slann. At the same time I doubt Illidan and his forces can get the Lizardmen out of Terokkar and Zangarmarsh. He can't beat them in a guerrilla war, especially not in a heavily forested or swampy environment. I say this ends in a stalemate unless Illidan gets cocky (which ICly he might) and tries to force his army through miles and miles of dense forests and swamps populated by various types of skinks and gets whittled down. If he plays it smart and stays in his fortified hell zones there's really no way for the Lizardmen to beat him.
#2
Edited by
MetalJimmor
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Edit: I don't know why but I didn't notice the bit where the Lizardmen start in Zangarmarsh. Still, it doesn't change my scenario too drastically since I had them reaching there anyway.
Interesting. Hellfire will be by far the roughest place for the Lizardmen. They don't do well in dry desert conditions, but if they can make it to Zangarmarsh they'll be in a very strong position. I'll break my post down into different segments to make it easier to read.
Concerns: Without any slann at all I don't know if the Lizardmen have the sheer magical power they need to win this. Tetto'ekko is about on par with a younger slann magically, but he's also very old and can't move much off his palanquin. I don't seem him competing with the likes of Kael'Thas, Lady Vashj, or Illidan himself magically, much less all three, and blood elf mages should be better than skink priests. I am also a little disappointed Oxyotl isn't in here because an ulta elite assassin would have rounded out the Lizardmen leadership far, far better than having Gor-Rok, Chakax, AND Nakai all in the same army. You tripled down on melee lords on foot rather than giving the Lizardmen a more diverse force. Plus Oxyotl would have given them a solid answer to the superiority of the Illidari leadership.
Diplomacy: Skinks don't know the common Azeroth tongue. This isn't an issue in Warcraft where everyone speaks the same language universally, but it is an obstacle in Warhammer. Difficulty in speaking other languages is one of the biggest obstacles when it comes to the Lizardmen making allies. This means it's borderline impossible for the Lizardmen to make any sort of allies on Outland, even with factions that are directly opposed to the Illidari like the Naaru and it's followers in Shattrah. Again, if there was a Slann in the army they could get around this. Naaru and Slann are both extremely old and telepathic and could likely speak as peers to one another. That being said, Tehenhuin might hear the Naaru and think it's the will of Sotek for him to speak with it, but that is pretty iffy.
The Campaign: If they do stop anywhere it's probably Hellfire, right at the start. Their main opposition are fel orcs and felguards who should be comparable to Saurus in physicals and ferocity, as well as larger demons to deal with the kroxigors and various dinosaurs. The fel orc warlocks are probably superior mages to the skink priests, but assuming the Illidari leadership start where we find them in WoW there won't be a mage of Tetto'ekko's stature among them, which gives the ultimate victory in magic to the Lizardmen. Tiktaq'to also secures a dominating air superiority in the area since most of the dragonriders are likely in Shadowmoon and there are no air commanders of his caliber anyway.
If the Lizardmen make it to Zangarmarsh I think they can take this, however. The naga in Illidan's army don't have the numbers to compete with the Lizardmen in the water nor the legs to deal with them on land. The advantage of being an amphibious terrestrial species is being maneuverable in both environments exceptionally well, and the skinks in the Lizardmen army are peerless amphibious ambush fighters. Lady Vashj is also the first high end magic user the Lizardmen will face, but she's more of an archer caster than a pure sorceress. I believe Tetto'ekko can handle her magically long enough for Chakax, Gor-Rok, or Nakai to crush her in melee combat.
After Zangarmarsh is taken Terokkar will be overrun with chameleon skinks, making it virtually impassible by Illidari forces by land. There's nothing they have that can really match chameleon skinks of guerrilla warfare as Kael'Thas didn't come with any elven rangers. Meanwhile Tiktaq'to and his superior airforce will make air travel over Terrokkar impossible as well. They can still make portals, but you can only move so many people through portals at a time. Once Outland has been cut in half the Lizardmen shouldn't have too much of an issue taking Nagrand.
Blade's Edge I am unsure of. That place is a labyrinth of intricate canyons and twisted mountains, and like Hellfire it's incredibly dry. I do see Gruul getting killed by Kroq-Gar and Grymloq who, together, make for one of the greatest melee fighters in the entire Warhammer world. They are also tailor made for killing giant monsters, carnosaurs being known to hunt dragons back home and Kroq-Gar wielding a powerful spear forged by the Old Ones.
I also can't see the Lizardmen actually taking Shadowmoon Valley. It's a wildly inhospitable landscape. Again very dry and with the addition of fel pools and magical storms. It's not a place the Lizardmen can afford to set up a long siege. On top of that Kael'Thas and Illidan are both there with a large number of blood elf warlocks. The Lizardmen are vastly out gunned in magic here, even assuming Tetto'ekko survived up to this point.
Conclusion: The Lizardmen can take Zangarmarsh, Terokkar, and Nagrand and hold it for a very long time, but in order to take Black Citadel they'll need to be able to rally support from local Outland factions, which they can't do without a translator or a Slann. At the same time I doubt Illidan and his forces can get the Lizardmen out of Terokkar and Zangarmarsh. He can't beat them in a guerrilla war, especially not in a heavily forested or swampy environment. I say this ends in a stalemate unless Illidan gets cocky (which ICly he might) and tries to force his army through miles and miles of dense forests and swamps populated by various types of skinks and gets whittled down. If he plays it smart and stays in his fortified hell zones there's really no way for the Lizardmen to beat him.
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#3
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#3
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#3
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#3
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#4
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After some decent amount if months to pass I'd give it to the lizardmen.
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#4
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After some decent amount if months to pass I'd give it to the lizardmen.
#4
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Killerwasp
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After some decent amount if months to pass I'd give it to the lizardmen.
#4
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After some decent amount if months to pass I'd give it to the lizardmen.
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#5
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I have to give it to the Lizardmen, even with the exclusion of Slann, but only just. It would be a hell of a fight, the skill of of Kroq-Gar and Grymloq(I assume he has Grymloq?) is the stuff of legends, would be cool to see them dueling the Betrayer. Besides, Carnosaurs are just too awesome.
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#5
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I have to give it to the Lizardmen, even with the exclusion of Slann, but only just. It would be a hell of a fight, the skill of of Kroq-Gar and Grymloq(I assume he has Grymloq?) is the stuff of legends, would be cool to see them dueling the Betrayer. Besides, Carnosaurs are just too awesome.
#5
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FullMetalEmprah
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I have to give it to the Lizardmen, even with the exclusion of Slann, but only just. It would be a hell of a fight, the skill of of Kroq-Gar and Grymloq(I assume he has Grymloq?) is the stuff of legends, would be cool to see them dueling the Betrayer. Besides, Carnosaurs are just too awesome.
#5
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FullMetalEmprah
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I have to give it to the Lizardmen, even with the exclusion of Slann, but only just. It would be a hell of a fight, the skill of of Kroq-Gar and Grymloq(I assume he has Grymloq?) is the stuff of legends, would be cool to see them dueling the Betrayer. Besides, Carnosaurs are just too awesome.
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#6
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@fullmetalemprah: brah dinos riding dinos is awesome in general XD
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#6
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@fullmetalemprah: brah dinos riding dinos is awesome in general XD
#6
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@fullmetalemprah: brah dinos riding dinos is awesome in general XD
#6
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@fullmetalemprah: brah dinos riding dinos is awesome in general XD
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#8
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@fullmetalemprah: Yes he has grymloq. How long do you think the campaign would last?
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#8
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@fullmetalemprah: Yes he has grymloq. How long do you think the campaign would last?
#8
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@fullmetalemprah: Yes he has grymloq. How long do you think the campaign would last?
#8
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@fullmetalemprah: Yes he has grymloq. How long do you think the campaign would last?
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#9
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@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
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#9
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@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
#9
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FullMetalEmprah
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@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
#9
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FullMetalEmprah
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@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
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#10
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Not Slayer or Demon Hunters?
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#10
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Not Slayer or Demon Hunters?
#10
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Not Slayer or Demon Hunters?
#10
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Not Slayer or Demon Hunters?
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#11
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Don’t see why illidan can’t solo considering what’s he’s done recently
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#11
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Royal_Warrior
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Don’t see why illidan can’t solo considering what’s he’s done recently
#11
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Royal_Warrior
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Don’t see why illidan can’t solo considering what’s he’s done recently
#11
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Royal_Warrior
(5056 posts)
- 6 months, 4 days ago
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Don’t see why illidan can’t solo considering what’s he’s done recently
- camilopezo
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#12
Posted by
camilopezo
(1726 posts)
- 6 months, 4 days ago
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@royal_warrior said:
Don’t see why illidan can’t solo considering what’s he’s done recently
The Illidan of versus is the frozen throne version.
Illidan Legion >> Iliidan Burning Crusade = Slayer >> Illidan of Frozen Throne
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#12
Posted by
camilopezo
(1726 posts)
- 6 months, 4 days ago
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@royal_warrior said:
Don’t see why illidan can’t solo considering what’s he’s done recently
The Illidan of versus is the frozen throne version.
Illidan Legion >> Iliidan Burning Crusade = Slayer >> Illidan of Frozen Throne
#12
Posted by
camilopezo
(1726 posts)
- 6 months, 4 days ago
- Show Bio
@royal_warrior said:
Don’t see why illidan can’t solo considering what’s he’s done recently
The Illidan of versus is the frozen throne version.
Illidan Legion >> Iliidan Burning Crusade = Slayer >> Illidan of Frozen Throne
#12
Posted by
camilopezo
(1726 posts)
- 6 months, 4 days ago
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@royal_warrior said:
Don’t see why illidan can’t solo considering what’s he’s done recently
The Illidan of versus is the frozen throne version.
Illidan Legion >> Iliidan Burning Crusade = Slayer >> Illidan of Frozen Throne
@royal_warrior said:
Don’t see why illidan can’t solo considering what’s he’s done recently
@royal_warrior said:
Don’t see why illidan can’t solo considering what’s he’s done recently
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#13
Posted by
deactivated-5bb7f2e29af78
(1835 posts)
- 6 months, 5 days ago
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@royal_warrior: If you read my rules you would know why.
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#13
Posted by
deactivated-5bb7f2e29af78
(1835 posts)
- 6 months, 5 days ago
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@royal_warrior: If you read my rules you would know why.
#13
Posted by
deactivated-5bb7f2e29af78
(1835 posts)
- 6 months, 5 days ago
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@royal_warrior: If you read my rules you would know why.
#13
Posted by
deactivated-5bb7f2e29af78
(1835 posts)
- 6 months, 5 days ago
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@royal_warrior: If you read my rules you would know why.
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#14
Posted by
deactivated-5bb7f2e29af78
(1835 posts)
- 6 months, 5 days ago
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@fullmetalemprah said:
@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
Illidan's forces were kinda already cramped and I didn't want to really add in another faction. I also wasn't sure how the Lizardmen would be able to counter the broken's invis units and so on.
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#14
Posted by
deactivated-5bb7f2e29af78
(1835 posts)
- 6 months, 5 days ago
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@fullmetalemprah said:
@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
Illidan's forces were kinda already cramped and I didn't want to really add in another faction. I also wasn't sure how the Lizardmen would be able to counter the broken's invis units and so on.
#14
Posted by
deactivated-5bb7f2e29af78
(1835 posts)
- 6 months, 5 days ago
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@fullmetalemprah said:
@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
Illidan's forces were kinda already cramped and I didn't want to really add in another faction. I also wasn't sure how the Lizardmen would be able to counter the broken's invis units and so on.
#14
Posted by
deactivated-5bb7f2e29af78
(1835 posts)
- 6 months, 5 days ago
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@fullmetalemprah said:
@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
Illidan's forces were kinda already cramped and I didn't want to really add in another faction. I also wasn't sure how the Lizardmen would be able to counter the broken's invis units and so on.
@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
@solarwavealpha: Due to to the landscape of Outland I can see it lasting awhile, maybe five or six months. Most of the fighting would take place in Terokkar Forest and Nagrand. Although it also comes down to a race of who can use the inhabitants of Outland first. Speaking of that you should have honestly placed the Broken in Illidan's forces as they are already technically allied with him.
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#15
Edited by
deactivated-5bb7f2e29af78
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- 6 months, 10 hours ago
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@metaljimmor: That is an amazing answer, thank you!
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#15
Edited by
deactivated-5bb7f2e29af78
(1835 posts)
- 6 months, 10 hours ago
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@metaljimmor: That is an amazing answer, thank you!
#15
Edited by
deactivated-5bb7f2e29af78
(1835 posts)
- 6 months, 10 hours ago
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@metaljimmor: That is an amazing answer, thank you!
#15
Edited by
deactivated-5bb7f2e29af78
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@metaljimmor: That is an amazing answer, thank you!
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#16
Posted by
MErulezall
(3413 posts)
- 5 months, 7 days ago
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Illidari forces should win over time. I don't see the lizardmen as the best of commanders and they don't tend to do well outside of their realm as they don't often leave it. They're use to their realm already giving their foes a very difficult time living breath by breath, so in an environment that yes does indeed favor them, but also doesn't I feel without the heavy bonuses they are use to in lustria. They're going to slowly die.
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#16
Posted by
MErulezall
(3413 posts)
- 5 months, 7 days ago
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Illidari forces should win over time. I don't see the lizardmen as the best of commanders and they don't tend to do well outside of their realm as they don't often leave it. They're use to their realm already giving their foes a very difficult time living breath by breath, so in an environment that yes does indeed favor them, but also doesn't I feel without the heavy bonuses they are use to in lustria. They're going to slowly die.
#16
Posted by
MErulezall
(3413 posts)
- 5 months, 7 days ago
- Show Bio
Illidari forces should win over time. I don't see the lizardmen as the best of commanders and they don't tend to do well outside of their realm as they don't often leave it. They're use to their realm already giving their foes a very difficult time living breath by breath, so in an environment that yes does indeed favor them, but also doesn't I feel without the heavy bonuses they are use to in lustria. They're going to slowly die.
#16
Posted by
MErulezall
(3413 posts)
- 5 months, 7 days ago
- Show Bio
Illidari forces should win over time. I don't see the lizardmen as the best of commanders and they don't tend to do well outside of their realm as they don't often leave it. They're use to their realm already giving their foes a very difficult time living breath by breath, so in an environment that yes does indeed favor them, but also doesn't I feel without the heavy bonuses they are use to in lustria. They're going to slowly die.
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