8th Ed. Lizardmen vs. Ogres 2400 Points

Discussion in 'Battle Reports' started by JWK47, Mar 1, 2013.

  1. JWK47
    Saurus

    JWK47 New Member

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    Hello All,
    I've just posted up a new Batrep of my Lizardmen taking on Ogres in preparation for an upcoming tournament. I've semi-settled on a Double Slann skink cloud list. Not original by any means, but effective. Anyways, here is the link and I hope you enjoy. As always all comments or feedback are welcome.

    http://littlewaaagh.blogspot.co.nz/2013/02/lizardmen-vs-ogres-2400-points.html

    Cheers
     
  2. rychek
    Troglodon

    rychek Active Member

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    Nice BetRep, though it must have been very discouraging for the Ogre player. I haven't played against Ogres with my Lizardmen yet, but it's one of the matchups I'm most curious about. I really struggled against them wth my High Elves, but think the Lizards will fare much, much better.

    Thanks for sharing!
     
  3. lifestar
    Skink

    lifestar New Member

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    Great report, thanks! I've really been enjoying reading through your archives; I'm sure you've been told this, but you write quite well.

    Just out of curiosity, I've been really cautious about double Slanns because a) I've been skeptical of the caster/power die ratio and b) two 300 points Slanns don't seem that much more deadly than one 475ish points Slann, especially without Temple Guard. I just imagine a lone Slann with no defensive upgrades getting smashed very quickly. It seems like all this is completely wrong, though, based on your results; what am I missing?

    Oh, by the way, sorry if I'm missing something super obvious but with 24 points to spare, why not take another magic item/2 more camo skinks etc?
     
  4. JWK47
    Saurus

    JWK47 New Member

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    Thanks for the compliment and I'm glad you enjoy the batreps.

    In terms of the caster/power dice ration I think this isn't a huge issue for several reasons.

    1. The use of Rumination to generate extra dice for your Slann using the higher cast value lore takes pressure off, as does the potential to generate more dice using the Death lore attribute.

    2. The fact you have two lores doubles the amount of must stop spells for your opponent making it very hard to know where to dispel. I can cast Final Trans or Purple Sun on only 3/4 dice so he really only gets to pick one nuke or the other to even attempt to stop.

    3. Redundancy - Even if you kill one Slann the magic assault just continues on as before.

    In terms of survivability, I find that a 2+ LOS for being in the unit and a 4+ ward is protection enough. My main worry is miscasting with my general and for this reason he tends to cast more conservatively. I also usually keep the skinks close to the slann so that they can sacrifice themselves to redirect eny troops if necessary. The whole table becomes a mess by turn 3-4 so I just try to manuever my slann around the safe zones of the table.
     

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