Lizimorr

Big wip. Gonna outline the sections for future reference though.

## Overview

Zealous warriors of the Great Sky, the kingdom of Lizimorr forges onward. They strike with brutal power in melee thanks to their ability to declare crusades, and their cooperation with the Wizard’s Guild ensures plenty of ranged firepower. With what is far and away the most diverse set of units between the factions they can support many different playstyles, and this large variety of units means that they’re a great option for newer players to grasp the different mechanics of the game.

## Lore

*"The kingdom of Lizimorr is steeped in history and martial fortitude. The knights of Lizimorr, the Church of the Great Sky, and the formidable Wizard's Guild all band together in unending crusade towards the goblin mountains."*

That's the general gist, though there's a bit more that we can figure out through looking at the "about" section of the individual units. One major thing that isn't really mentioned in the small blurb is the role of lords in Lizimorr society. These enigmatic fellas hold a lot of power; they possess the large portions of land from which Armsmen are called to arms, and they're also the people who the knights fight under. They're probably best compared to the role of lords in a feudal society, as a higher class of nobility who own lands and who send those living in their lands to war for their king. The primary difference with Lizimorr, though, is the lack of an explicitly mentioned king or another royal leader. It's unclear whether the government structure is monarchial, or whether there's something like a council of lords that leads the nation.

(still a wip, feel free to add!)

## Units

Antioch - The Black Knight

Knight Captain

Court Wizard

Paladin

Knight

Knight Graven

Knight Exemplar

Knight Gunner

Knight Striker

Church Assassin

Armsman

Armsman Weapon Team

Assault Armsman

## General Strategy

With Lizimorr, there's a very simple rule of thumb. Play around Crusades. Regardless of what leader you choose for the army, this ability will always be present, and it's EXTREMELY important to understand and play around if you want to be effective as Lizimorr.

A quick breakdown of Crusade before we start. Crusade is a status effect that, if your leader is alive, is applied to a random enemy each turn. Crusaded enemies CANNOT BE MISSED with melee attacks and killing them rewards you with 2 energy.

If you haven't picked up on why this ability is so important for Lizimorr, it's because of a couple things. One, it's their only somewhat consistent form of energy gain or recovery. If you ignore targets with Crusade, your energy gain will be EXTREMELY limited, and it'll be much more difficult to maneuver your army. The second reason is because ALL OF YOUR MELEE ATTACKS WILL HIT! THIS IS HUGE! THIS IS MASSIVE! THIS IS VERY IMPORTANT! Lizimorr melee units from the humble Knight all the way to Antioch himself have a LOT of melee power, and hitting a Crusaded target GUARANTEES that every single one of these beefy melee hits will land. This means that, more often than not, you'll decimate your enemy in two if not one attack -- and this, in turn, means that you gain 2 energy and can move the rest of your army.

TAKE ADVANTAGE OF THIS! Focus on taking down enemies with Crusade and use the extra energy to move your other units into more effective positions, and push into Crusaded leaders and other powerful enemies with your stronger melee units for what is honestly often a guaranteed kill. Play around Crusade.

The second thing to consider with Lizimorr strategy is their Code of Chivalry ability. It's not present in Armsman units, but most others have it and it should be kept in mind. The primary angle from which to consider it is a grappling angle; if you send a unit into melee against some enemy ranged units in order to stop them from attacking, they'll basically be locked in that position until the ranged units are either killed or retreat. This can be used against you; your opponent can leave your grappling unit alone and attack the rest of your army, keeping them alive but out of the main fight. Remember, with Lizimorr, going into melee is a commitment. You can't just back out of it.

Those are the big things, but there are a couple of smaller, more niche notes to mention. First off, you can increase the consistency of the Crusade ability by adding Paladins to your army, who increase the number of Crusade targets. This is especially useful when fighting against larger armies. Second, be extremely careful with your leaders. Both the Captain and Wizard are much more fragile than they look, so try to keep them out of combat unless you're confident they'll snatch an important kill or that they're absolutely safe. Lastly, ***PLAY AROUND CRUSADES. NEVER FORGET. PLAY AROUND CRUSADES PLAY AROUND CRUSADES PLAY AROUND CRUSADES PLAY AROUND CRUSA---***

## Commonly Seen Armies

Nothing here as of current. If you’re running into a certain type of army a lot or you have your own army that you’d like to showcase, feel free to put it in this section! Make sure to note the general strategy used by the army, the maps it works best on, and the core units that it uses. If you’re feeling spicy, you can even add in ways to counter it! How cool!