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Overall, the Lizardmen are a good and very strong faction.
Regarding the creatures:
Gnolls. Strong creatures. Even 100 of them are very unpleasant in melee combat, but as neutral creatures, their weakness – a small number of hit points – makes itself known; they are easy to take down. However, I was surprised to see that 200 gnolls can kill 180 Dancing Swords.
Lizardmen Archers. They reminded me a lot of Human Archers. They have the same problem – they are often targeted by ranged attacks :(, but overall they are strong. :rolleyes:
Lizardmen Warriors. A very strong warrior, and that's a good thing :D. They reminded me of Pikemen.
Shamans. The combination of ranged attacks and cowardice is very effective, and the Witch Doctors are even stronger thanks to their cloud ability :smile16:. The only downside is that they can hit their own units, but if this prevents them from attacking, they can speed up the regular archers. They also have a decent growth rate.
Basilisks. I prefer Salamanders – they have more damage, which is ideal for taking down neutral creatures, while blinding is more useful in serious battles, which I haven't had yet.
Coatls. The same – the damage is not high, the poison is effective, but not against neutral creatures.
I haven't upgraded the Dragons yet, so I can't tell you about them. :smile32:
The faction is strong, and I liked it. :rolleyes:
It could have a little more vegetation or buildings for the castle on the map; otherwise, it looks too bare. It would also be nice to replace the word "chieftain" with "Elixir of Rage" or "Rage Doll."