Lizardmen Swordsmen
Tactical LizardmenSwordsmen
Race Lizardmen
Req. Town Buildings Barracks,
Construction Cost Icon Production.png 20
Upkeep Cost Icon Gold.png 1
Icon Food.png1
Unit Properties
# of figures Icon MultiFigureUnit.png 6
Moves Icon Movement Ground1 / Icon Movement Water1
Melee Attack per figure Icon Melee Normal.png 3
Defense per figure Icon Defense.png 3
Resistance Icon Resist.png 4
Hit Points per figure Icon Hits.png 2
Unit Abilities
Ability LargeShield Large Shield

Lizardmen Swordsmen are a type of Normal Unit. This unit may be created at a Lizardmen town, for the Construction Cost of Icon Production.png 20. The town must already contain both a Barracks and a Smithy for this to be possible.

Like all Swordsmen, Lizardmen Swordsmen are a fairly basic combat unit, capable of holding its own in a fight with other Normal Units, especially after gaining some Experience. It also enjoys a Large Shield bonus which gives it some protection from Ranged Attacks. Lizardmen possess a few important racial benefits: the ability to move through (and fight in) Ocean tiles, as well as increased Defense and doubled Hit Points for better survivability.

Lizardmen Swordsmen require an Upkeep Cost of Icon Gold.png 1 and Icon Food.png1 to maintain. Failure to pay these costs will result in the unit being disbanded automatically.

Unit Properties Edit

Physical Description Edit

Lizardmen Swordsmen are a group of bipedal reptilian humanoids, covered in thick green scales and wearing green tunics. They each carry a sword for up-close-and-personal combat, and a large rust-red buckler which protects them from enemy arrows and other ranged attacks. Lizardmen are physically resilient, can swim as easily as they can walk, and their scales provide them better protection from enemy weapons than a suit of chainmail armor.

Lizardmen Swordsmen are a Icon MultiFigureUnit.png Multi-Figure unit, containing Icon Figure.png 6 figures when fully healed.

Attack Properties Edit

Lizardmen Swordsmen use a Melee Attack that is somewhat decent - at least against other Normal Units. As they gain Icon Experience.png Experience, this attack can become strong enough to actually threaten the weaker Fantastic Units.

Each Swordsman makes a Melee Attack with a strength of Icon Melee Normal.png 3. With no additional bonuses, this delivers an average damage output of about Icon Damage.png 0.9, so with 6 Swordsmen attacking in unison there's a good chance that several hits will connect - though this is before the target gets to make its Defense rolls to block damage. This attack is useful primarily against lightly-armored units, such as other low-tier Normal Units.

Defense Properties Edit

The Lizardmen Swordsmen possess a Defense score of Icon Defense.png 3 - a reasonably good score, normally possessed by mid-tier Normal Units. They can deflect about Icon Damage.png 0.9 points of Damage from any damage source, on average. This can help prevent damage from weak enemy units such as Spearmen and other Swordsmen.

Furthermore, Swordsmen are equipped with Large Shields. These bestow a Defense bonus of Icon Defense.png +2 against certain types of attack:

  • Icon Ranged Bow.png Ranged Missile Attacks
  • Icon Ranged Boulder.png Ranged Boulder Attacks
  • Icon Ranged Magic.png Ranged Magical Attacks
  • Icon Thrown.png Thrown Attacks
  • Icon Breath.png Breath Attacks

Extra Defense will block more incoming damage, and as the Lizardmen Swordsmen gain Experience they can eventually become very resistant to those attacks.

Lizardmen in general are significantly healthier than other Races, giving each Lizardmen Swordsman Icon Hits.png 2 Hit Points - twice the health of low-tier Normal Units. In other words, it will take two points of Icon Damage.png Damage to kill off one Lizardmen Swordsman.

With both higher Defense and better Hit Points, Lizardmen Swordsmen will last much longer in battle than their counterparts from other races.

For purposes of defending against Curses and other combat maledictions, the Lizardmen Swordsmen have a very-low Resistance score of Icon Resist.png 4 - barely enough to protect them from such effects.

Other Properties Edit

Normally, Lizardmen Swordsmen move at a slow Icon Movement Ground1, both on the overland map and during combat. However, like all Lizardmen units, the Lizardmen Swordsmen also possess the ability to Swim. They move at a rate of Icon Movement Water1 across Ocean tiles, and can participate in combat on the ocean (moving at the same rate).

Basic Strategy Edit

Lizardmen Swordsmen are a step up from the basic Lizardmen Spearmen. Stronger on the attack, with the added bonus of resistance to Ranged Attacks and certain Special Attacks, the Lizardmen Swordsmen can serve as a decent main-line unit, bolstering the strength of larger armies.

Thanks to better Defense and significantly-increased Hit Points, Lizardmen Swordsmen are usually strong enough to fight on their own. Icon Experience.png Experienced Swordsmen are quite capable of facing down most low-tier Normal Units with ease. In the early game, a line of advancing Swordsmen can stand up fairly well to the foes it's likely to meet--they are advantaged against all other normal units available to Arcanus races on turn 1, even those costing 50% or 100% more. It can weather Ranged Attack volleys to close with the enemy and batter it down - though it's still recommended to mix in some other units to aid the Swordsmen in their fight, decreasing casualties.

In an empire based mostly on Normal Units, Swordsmen tend to form the majority of armies, especially in garrisons, a good way towards the mid-game.

Note that the Lizardmen Swordsmen's Swimming ability allows them to travel anywhere on the map, possibly conquering Towns on other continents early in the game, harassing empires that do not defend their shoreline properly, and generally making surprise attacks wherever they please.

Ability Overview Edit

Ability LargeShield Large Shield Edit

Experience Table Edit

The following table illustrates how Lizardmen Swordsmen improve as they gain Experience. Any properties that are not listed here do not improve with Experience in any way.

Level Icon Level Name EP Melee To Hit Defense Resist Hits
Experience 0 Recruit Icon Experience.png 0 - Icon Experience.png 19 Icon Melee Normal.png 3 Icon ToHit.png 30% Icon Defense.png 3 Icon Resist.png 4 Icon Hits.png 2
Experience 1 Regular Icon Experience.png 20 - Icon Experience.png 59 Icon Melee Normal.png 4 Icon ToHit.png 30% Icon Defense.png 3 Icon Resist.png 5 Icon Hits.png 2
Experience 2 Veteran Icon Experience.png 60 - Icon Experience.png 119 Icon Melee Normal.png 4 Icon ToHit.png 30% Icon Defense.png 4 Icon Resist.png 6 Icon Hits.png 2
Experience 3 Elite Icon Experience.png 120 Icon Melee Normal.png 5 Icon ToHit.png 40% Icon Defense.png 4 Icon Resist.png 7 Icon Hits.png 3
Experience 4 Ultra-Elite Icon Experience.png 120 * Icon Melee Normal.png 5 Icon ToHit.png 50% Icon Defense.png 5 Icon Resist.png 8 Icon Hits.png 3
Experience 5 Champion Icon Experience.png 120 ** Icon Melee Normal.png 6 Icon ToHit.png 60% Icon Defense.png 5 Icon Resist.png 9 Icon Hits.png 4

* To achieve this level, either the Warlord Retort or the Crusade spell must be in play.
** To achieve this level, both the Warlord Retort and the Crusade spell must be in play simultaneously.

Average Damage Output Edit

The table below details the average amount of damage that each Icon Figure.png Figure in a Lizardmen Swordsmen unit will deliver with each type of attack, based on Icon Experience Level.png Experience Level. It can be used in comparison to the target's Defense rating to figure out the chance of hurting that target.

Select weapons:
Level Icon Level Name Melee Ranged * Thrown Breath
Experience 0 Recruit
Experience 1 Regular
Experience 2 Veteran
Experience 3 Elite
Experience 4 Ultra-Elite
Experience 5 Champion

<img src="Icon_Melee_Normal.png"><img src="Icon_Melee_Magic.png"><img src="Icon_Melee_Mithril.png"><img src="Icon_Melee_Adamantium.png">

Acquisition Edit

Lizardmen Swordsmen may be produced in any Lizardmen Town.

A town must contain both a Barracks and a Smithy to be able to produce Lizardmen Swordsmen. Should a town lose an existing Barracks or Smithy, it can no longer produce Lizardmen Swordsmen until replacement structures are built.

The Construction Cost of this unit is Icon Production.png 20.

Lizardmen Swordsmen may appear for hire as Mercenaries. They may already have some Experience on being hired, and several units may be hired simultaneously. Hiring these units requires a certain cost in Icon Gold.png Gold that depends on many different factors. Lizardmen Swordsmen Mercenaries have the same Upkeep Cost as a normally-constructed unit.

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