Here are 5 factions with which you can ideally start in Total War: Warhammer – And 3 that you should avoid

Warhammer Total War Vampirküste Luthor Harkon Ranking titel 2

Lizardmen

Pro
  • balanced mix of strong units
  • can “breed” stronger versions of standard units
  • legendary hero Lord Kroak is one of the strongest mages in the game
  • geomantic web provides strong bonuses for economy or combat
Contra
  • economy takes a long time to really function
  • expensive units
  • suboptimal starting positions can quickly constrain

In the game, you have with Lizardmen probably the faction whose units have the best balance. You have both strong melee and ranged fighters as well as mages, monsters, and (flying) cavalry. Only really strong artillery is missing.

Actually, the Lizardmen just want to be left alone and keep chaos at bay, which wants to swallow the world. However, intruders keep coming into their homeland and make that not so easy.

Lizardmen were already in the second part:

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Der In-Engine-Trailer zur Fraktion der Echsenmenschen aus Total War: Warhammer 2

Through rituals and sacrifices, you can acquire further bonuses and improve your units, even summon stronger units. You receive mages early in the game and in various forms, such as healers, attackers, or control of the opponent.

However, the Lizardmen mostly sit in a pile in Lustria and get in their own way. The continent is relatively small, and you quickly reach the limits of your expansion, which makes the already sluggish start even slower. And (spoiler!), the Lizardmen also do not fulfill their mission: Here are 5 threats that nearly wiped out the world of Warhammer Fantasy – and one that succeeded

This is an AI-powered translation. Some inaccuracies might exist.