Got a friendly game vs an experienced player Friday night. He will be playing Ogres. Here's my current Planned list. Slann MP with Cupped Hands, Becalming Cogitation, Higher State of Consciousness, Focused Rumination, Lore of Shadow. Skink Priest, lvl 2, Plaque of Tepok Saurus Scar-Vet, Great Weapon, Shield, Light Armor, Dawnstone, Mounted on Cold One. A block of 30 Saurus Warriors with banner and musician. hand weapons and shields. To be run 6 wide. A block of 28 Saurus Warriors, same as above. Attaching Scar-Vet to this unit. 10 Skink Skirmishers with Blowpipes 10 Skink Skirmishers with Blowpipes Razordon with 4 Handlers Razordon with 3 handlers 5 Chameleons 5 Chameleons This comes to 1748 points. Thoughts?
Caveat: I've never played against ogres. That aside, I would assume that ogres don't have many models, so you could try to secure the flanks for support charges. Maybe drop one of the saurus blocks for CoC or a stegadon? Personally, I would take Focus of Mystery over Becalming Cogitation, too; you always seem to miss out on that 1 spell you really needed when you don't. What's the reason for taking a cold one as a mount for your scar-vet in the saurus unit? I think he misses out on a look out sir roll like that, but you might not care.
In our current campaign, each army has established characters. They have to be the same every time they are fielded (they grow through a system of character points). The Slann and mounted saurus are two of my characters. Due to this, the Slann's abilities are set. Also, the saurus is always mounted. My normal skink priest is injured and can't make this fight.
I've been slightly wary of putting the razordons on the table. It's a great model and good killing power. However, since when they misfire on the stand and shoot, they lose both dice worth of shots, that can be totally devastating to the unit. But then again, the potential amount of damage is mind boggling. With that in mind, I'd be tempted to keep one of those in the list to be scary looking. The unit w/ 3 handlers could be replaced with a unit of chameleon skinks (6 strong), that can, on turn one, be threatening his monsters and ogres. Poison is probably your biggest strength against anything really big in my experience. ---------------------- Edit: I don't know how your 10 chameleons escaped my notice the first 3 times i read that army list >.< I still like the poison shots though, 1 razordon w/ 3 handlers = 15 skinks in a cohort or 10 skink skirmishers w/ blowpipes.
I've never run Razordons before. I'm a big fan of Sallies. Many folks on the boards here seem to think that Razordons might be better against Ogres though. I've never faced them, so I'm just stabbing in the dark here. Win or lose, I'm going after Orcs and Goblins next week! They are getting a bit too close to my lands
Vs single wound models, you want salamanders. They do a better job at getting rid of armor and reliably hit more models (march to the side of a unit and shoot across, not directly at it since they tend to be wider rather than longer). Against low leadership armies (like O&G) the panic test from casualties makes them particularly dangerous. Vs multi-wound models, you can't kill them w/ a breath attack since it only does one damage to them (unless you've previously weakened them with something else). Vs Multi-wound models, you want razordons. While they have a random number of shots, they can do substantially more damage if the dice like you. On stand and shoot reactions, you can potentially wipe out entire units. Plus their higher strength means more wounds. The downside is you need to hit with their abysmal ballistic skill. But the potential is definitely there
Slaughtered the ogres. Have to admit though, terrain took out about 400 points of them though. That big skeleton mammoth thing was killer! A block of sauruses with Okam's Mindrazer finally brought it down.