I'm playing some OK tomorrow (2400 pts), I doubt I'll get to make any of your suggestions in time. Nevertheless, I'd like to hear your thoughts for future games. Old Blood Carn Glittering Scales Sword of Striking Itzl Amulet Carn Pendant Shield Skink Priest lvl 2 Dispel Scroll Diadem of Power Skink chief Ancient Stegadon War-Spear LA; S 10 Skink Skirmishers w/J; S 10 Skink Skirmishers 3 Terradons 6 Chamelons 24 Skink 2 Kroxy Standard 24 Skink 2 Kroxy Standard 24 Skink 2 Kroxy Standard 30 Saurus w/Spear Standard; Musician; Champion --- Reasoning: I wanted to take enough skinks in the skrox units so that I'd get steadfast for as long as possible. I also like symmetry, which is why each has 24. No, typing that same unit so many times is not a mistake; I have 3 of the same unit. I wanted to compare the Javeline with the Blowpipe, which is why there are a separate unit of each. I brought the terradons to deal with any scouts harrassing me; their rocks may be fun to drop once; and I thought that maybe they'd be worth a sacrifice and throwing into his scrap launcher beast thing (if he brought one). I went back and forth about the size of the saurus unit, but I figured I needed a large block out there on the field. Saurus look like the only unit that could maybe win combats against the ogres, but if I lost I wanted them to stay in combat long enough to get some flanks from either the Chief or Old Blood. I am hoping that the Old Blood's 18 inch Inspiring Presance will keep all my steadfast units in combat long enough to allow flank/supporting charges. The chief's lance is probably overpriced; but sounded like it would be fun. I picked an ancient primarily for the extra strength; 2d6 +1 St 6 Impact Hits sounds cool, plus d6 St 6 thunderstomp. On most things, I'll wound on 2 without ever needing to roll to hit. The priest is entirely magic defense. I may get off Iceshard Blizzard once, but I'm not counting on it. --- Thoughts?
Against ogres, this is a pretty solid list. While I prefer skink armies, I would probably take more saurus against ogres. Just because they are so strong. As far as magic goes, you should not have too much trouble stopping his magic. Do not let him charge you! If he charges from greater than 6 inches, he gets impact hits that get a +1 Str per rank behind them. The chief with war spear is an excellent choice for flanking. Also, against ogres, poison is your friend. You may find that the blowpipes perform better than javelins. If you can manage to keep poison on them.
I play against ogres a lot, not recently but hey. I like the look of your list. Seems really strong with good magic defense, just remember to dispel anything he throws out in you own turns too. I personally would drop 1 of the skrox units in favor of making more saurus, split the unit of 30 to two units of at least 20 but closer to 25 if you can manage, That would really help tarpit his big units for you to flank! Good luck with the list, seems awsome! Let us know how it gets on!
Well,... It did not go well. I lost 1900 points to 700. The saurus were eaten alive. My opponent said that they never live long when he plays against them. I kind of agree, the 30 were dead after 1.5 turns. They also were attacking from the flank. The kroxigor did well below their average. They hit on 4s and wounded on 2s, yet caused 4 total wounds. Sick. And all the skrox units were in combat at one point. The only three units to do anything of value were the Old Blood, the Chief on the Ancient, and the terradons. I guess the skirmishers earned their points back in the long run because they took out his two units of lead belchers when everything else was in CC. My most glorious moment was when I charged the scrap launcher with my terradons, causing one wound and taking one wound but winning combat by 2 (flank & charge) and then chasing the launcher down as it ran. My strategy executed petty well. I got flank charges, shot the units down as best I could. My movement and deployment was most likely weak. His two fighting units (900 points and 800 points each) were in CC by round 2. Magical defense went really well. I dispelled what I could during his phase and then used all my power dice to dispel anything else remaining in play. One thing that I did that my opponent thought was strange was never let the butcher or the slaughtermaster get off the spell that gives them a wound back. He said that others just let him have that spell. Maybe that was a mistake, but I still think it was the best plan. His spells had no effect on the game. Overall, I think my lack of experience was the primary culprit. For example, I let him cast his magic missile out of combat twice at my priest (the second time succeeding and killing the priest). I let his 1000 point unit, after reducing it to 1 model and it fleeing 11 inches from the combat, rally with normal leadership instead of double 1s. That unit rallying was actually the crux of his victory, b/c I had to charge it again, which fled, and then rallied on his turn 6. Consequently, my charging and his fleeing left my flanks vulnerable to his last unit. I should've brought musicians so that I could turn my skrox units and move them. I also failed to maneuver my unit appropriately to keep the 800 point unit from charging my stegadon. I didn't know that you could charge through woods... So, lessons learned and hopefully rules I'll always remember. I think next time I'll drop the saurus and instead add a bigger unit of skrox. I'll also go with blowpipes with the skinks instead of the javelins. Maybe I'll try to add another unit of chameleons as well.
By the sounds of things, if you had played well, you would have mopped him up. Remember, if say his big unit of Ironguts and characters is what you were fighting, and you kill all the ironguts, you get the VP for them, as the characters, while being in the unit, do not count as ... well... Ironguts. So count those points. And the letting him rally on normal, thats just unfortunate. Has your opponent been playing long? Because its something most people should know. Good work with the terradons, they really are great!
I'd try nuking him with a slann and a priets's commet while diverting him with skirmishing skins. Im not sure getting in close combat with ogres will be rewarding