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The diligent workforce of the Lizardmen Empire, good for throwing into melee as fodder.

Red Crested Skinks are a Lizardmen Lizardmen melee infantry unit introduced in Total War: Warhammer II with The Prophet and the Warlock.

Recruitment[ | ]

Description[ | ]

Within Lizardmen society, the quick-witted, swift-moving Skinks are the administrators and craftsmen – the workers, you might say. As is common among the Slann, certain spawnings are – for reasons unclear – faster, stronger, sharper and brighter than their peers. Such is the case of the Red Crested Skinks, who first emerged at the temple-city of Chaqua before it was attacked and overrun by a particularly vicious horde of plague-bearing Skaven, and it was the Red Crested Skinks who subsequently heeded Tehenhauin’s call and flocked to the Prophet’s banner in service of the coming Serpent-God, Sotek. As the survivors of the slaughter and the plague that followed it fanned out across Lustria, they brought word of the Prophecy of Sotek to all Lizardmen, urging them on to total war against Skavenkind and proclaiming that the sacrifice of any rat spawn would invoke the Serpent-God and hasten his blessed arrival.

Attributes[ | ]

  • Infantry axe great Great Axe Infantry
  • Armour-Piercing: The damage of Modifier icon armour piercingarmour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Frenzy: Units with Wh main unit passive frenzyfrenzy cause more damage while their Morale characterleadership is high.
  • Poison Attacks: The Modifier icon poisonpoisonous attacks of this unit weaken the target's speed and damage and/or apply the Poison! debuff.
  • Aquatic: Where other units of small stature struggle to fight and move in shallow water, Aquatic units excel.

Unit Abilities[ | ]

Passive Abilities[ | ]

Strategy[ | ]

Red Crested Skinks are a cheap damage dealing units that provide armor piercing outside of monsters and Temple Guard to a Lizardmen frontline. They can do good damage against most enemies, but expect them to take a lot of punishment in return. Their low armor and low melee defence means their enemies will hit back most of the time. Their redeeming factor is that they inflict Poison, which reduces their enemies combat effectiveness. In multiplayer, it is a decent idea to spread two or three of these units among your Saurus. That way they are more likely to poison multiple units and give your Saurus an easier fight.

In campaign, they can be a good unit during challenge runs. With their high AP and decent speed, they go great with a life Slann using Flesh to Stone to shore up their own protection.