Are Lizardmen… Boring? Why Total War: Warhammer 3’s Safest Faction Lacks Drama
Hot take time: the Lizardmen might be Total War: Warhammer 3’s most boring campaign—not because they’re weak, but because they’re too complete. In this episode, we break down how tanky Saurus frontlines, early pseudo-artillery (Solar Engine/Stegadon), top-tier magic, and a huge, well-rounded dinosaur roster erase early tension and decision pressure.
What you’ll learn
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Why Lizardmen’s early game has no real hurdle (Saurus stat sticks, Skink tools, dinos)
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How the Geomantic Web, rites, and blessed spawnings add power more than choices
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The “solved battle” template: Saurus hold, skirmish chip, dinos + magic delete targets
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Map/start safety and auto-resolve bias that trivialize campaigns
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Fair counterpoints (skink micro, subfaction variety) and self-imposed challenges to make them fun again
Keywords: Total War Warhammer 3, Lizardmen guide, Saurus, Geomantic Web, Solar Engine, Stegadon, dinosaur roster, campaign strategy, faction tier list, boring faction.
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