Hi all, Ill be playing only my second game with Lizardmen on Friday and it will be against Ogres. So, Im thinking, what will be good to take to cope with the tough fat boys? I know there will be a stonehorn, ironblaster and leadbelchers. Any advice will be greatly appreciated. many thanks
Random suggestion: wouldn't an OB with or without crown of command be able to drive up, challenge and be somewhat safe? Ogres doesn't pack that many ranks do they?
I would recommend some chameleon skink against iron blaster and and ancient stegadon with sharpened horns agianst thougness and many wounds
Answer their big monsters with even bigger monsters - ancient and regular stegs with sharpened horns and Oldblood with the Piranah Blade on a carnosaur.
To deal with the ironsky cannon, use chameleons. You should take two units of at least 6 to deal with two of them. The Ogre player will include two if he can, they are that good! Ogre ranks can be interesting. It will depend on the Ogre player's build. If the game is 2k points, you could see a horde unit of Ogre Bulls. That will be 6 Ogres wide by 3 or 4 ranks with characters. That unit can get very difficult to deal with. He will also probably take the Hell Heart. This item is a one use 50 point arcane item. It will cause all enemy wizards in d6 x 5 inches to automatically miscast (roll on the table). Be aware that the Slaughtermaster or butcher will have that item.
skinks. a "skink cloud" type core is very effective against ogres. 50+ poison shots will do damage against ogres. run away and dance around combat all game. pew pew as he rages about avoidance lists.
You really can't go wrong with a Carnosaur Lord or a Oldblood cowboy wielding the Piranha Blade and Stegadon Helm or Armor of Destiny, he's more than capable of ripping through some Ogre players. It's already been said plenty of times but do beware and prepare for the ironblaster, it's the only real terror of firepower he can bring for ranged. Gut magic is more of a buff lore so it's good to bring some preventive magic, but on average our dinos and cowboys can handle ogres.
The skink poison shots are definitely effective at taking out the "high" toughness low armor Ogres. To the suggestion of Ancient Stegadoning the Stonehorn...this could work but remember that the Stonehorns special rule Stone Skeleton: Where multiple wounds get halved. So the Steg will be slightly less effective. With that being said. The Stegs (if they can avoid the Ironblasters) can absolutely WRECK units of ogres. Additionally, poison on the Ironblaster will be half as effective due to the Ironblasters 4+ armor save and 5 wounds. You will need to hit it with 10 poison shots to take one out, so that means 60 skink shots (on average). Amber Spear can be an effective tool against Ogres. Use it to snipe the Ironblaster or do a number to a unit. You could (if you want to get cheeky) Run a death slann and just purple sun him off the table...
Unfortunately this: "Q: Do units benefit from their General’s Inspiring Presence for the purposes of spells that use Leadership, such as Spirit Leech or Okkam’s Mindrazor? (p107) A: Yes." Warhammer Rulebook FAQ Does this mean that the General's Leadership can be boosted by the Leadership Banner and then passed on at the new higher leadership even though Spirit Leech says UNMODIFIED? Dumb FAQ
it'll still be leadership 8, and if he's all gutstar'd up, hopefully his general is moving away from the war machines /shrug. either way i'd throw the death sig all day all night at it. or at the general. meh, i still think lizards have an easier time dealing with the war machines then the actual ogre blocks. theres nothing in the lizardmen book that can fight against ogres. need to rely on poison and magic to cut their blocks down.
Well it would be possible to cast all of those with 4 dice without breaking the odds with a Slann. Anymore dice than that and honestly those three spells casting-wise are quite easy to get off.
Have a look at my Tournament batreps in the batrep section. I was able to get this combination off on several key combats over the tournament. Wandering Deliberations gives a lot of threatening spells that your opponent will be concered with, coupled with the low casting values I was able to cast miasma or iceshard with little worry as my opponents felt there were more dangerous spells coming. Spirit leech for instance was a large drawer of dispell dice. Then I was able to follow up with Wyssans and then miasma. By the time the miasma hits and my opponent realizes they are now hitting me on 5s or 6s because they let Iceshard through it is too late Coupled with Tetto'eko 2 dicing any of these spells is nearly foolproof. Even Earthblood can be thrown in to swing a combat your way.
Thanks for all the advice peeps. I deffo like the sound of stegadons (I have 3) and lots of skinks / chamos. Interesting thought about the carnosaur oldblodd...I was going to avoid due to the risk of Ironblaster but Ill have a think. Would salamanders be useful, particularly against a block of bulls? Cheers
The salamanders certainly won't be as useful as say against a horde of witch elves but I would definitely think about bringing some along if just as a way to peal off troll guts in the shooting phase to allow for the poisons to hit home.
Thanks for the advice I may give the salamanders a rest for this game, although they were so much fun against empire and dwarves! What I do have is: Slann / Kroak Oldblood on Carno Flying Oldblood / Vet Cowboys x 2 Tetto Skink Priests Saurus (40) Skinks (60) Stegadons (3) Bastiladon Terradons (3) Krox (4) Im very tempted by the idea of taking the OB on carno with Tetto and as many Stegs as I can, just to surprise him and go totally against what he expects from LM. Possibly aided by Tetto for the vanguard moves and comet shennanigans