Hi everybody, This friday I will play a battle, my first 2400pts, against ogres and I think I need some help! This is the list i made for so far: Lords: Slann Mage-Priest w/ BSB [general] Becalming Cogitation, Harmonic Convergence, Wandering Deliberations Channeling Staff No High Magic, as I usually use, because I think those spells won't be that effective on ogres! The signatures are more usefull now. I know he is playing with mournfangs, so lore of metal signature would be usefull! Heroes: Skink Chief w/ Terradon LA, Spear, Enchanted Shield, Dragonbane Gem, Egg of Quango With the Chameleon Skinks this one is to hunt for the big guys and cannons! 2D6 S5 hits has to do some serious damage in turn 1-2. And a 2+ AS so he can take some damage! Core: 30 Saurus Warriors w/ Hand Weapon and Shield Musician, Banner This unit and the Templeguard are the main slaying blocks. Hopefully I can make a multiple charge with a stegadon. 4x 10 Skink Skirmishers w/ Javelin and Shield Ogres have almost no armoursave, so these guys are for stopping the enemy and trying to do some wounds. Special: 7 Chameleon Skinks Warmachine Hunters. 2x3 Ripperdactyl Riders Flanking with Vanguard, this tactic works fine till now, marchblock and make rearcharges! With Blot Toad Marker they do serious damage! 26 Temple Guard Full Command Slann Bunker Rare: 2x Ancient Stegadon w/ Sharpened Horns Charging, maybe a multicharge. 2D6 or 4D6 multiwounds D3 Hits! I hope you have some advice for me! Zwuppie
Hi, Nice list. I struggle the most against Ogres so I can give you some heads up on what to look out for... Firstly your Stegs will probably take some cannon shot right of the bat. If you are lucky both will survive the first round and depending how you play, they can get some charges in. Multi-charge them into Ogres, not Mournfangs. Get the Lore of Heavens' signature spell! It works well against Ogres. Had a unit of mournfangs get a charge of against my TG with this spell on them. Killed all of them with few casualties in return. Try and prevent Ogres from charging you and remember to position your redirectors so they don't overrun into your units. Chamo skinks are amazing at killing those huge tusk things! Good luck
Thankyou for your quick response! The reason why I took two stegadons is because I want to be sure that at least one will charge! If I have first turn, I use heavens signature at his cannon. Probably he would have only one cannon. I think I'm going to use the Chameleons for his Thundertusk, hope it will work out!
Looks like a cool list very similar to mine and I play ogres a lot. I go for the book of ashur with the extra dice on a 2+ with the sig spells with my slann and with level 5 you can 2 dice all the spells. Your stegs will wreck ogres with the sharpened horns if you get 2 charges off you will kill lots and should do well . I also personally prefer to have the rippers in a big unit of 6 as the base sizes are the same as ogres and more should be able to fight they also do very well with a wyssans str 5 armour piercing with a blot toad hurts them as the majority of the army won't get saves.
Two things. I didn't think Ripper's had Vanguard, only Terradons? I don't have my book on me to check. Second don't ever let the Ogre's charge. That is a major key to victory.
He may be referring to the sharpened horned impact hits. That is only D6+1 hits D3 wounds per Steg though, not 4D6.
IT WAS A VICTORY FOR THE LIZARDMEN!! I played against the following army: Slaugthermaster Bruiser BSB Firebelly 6 Bulls [firebelly] 6 Ironguts [Slaugthermaster and bruiser] 10 Gnoblar trappers 4 Leadbelchers 4 Mournfangs 6 Maneaters 4x1 Sabretusk Ironblaster My magic wasn't very eventfull! Had not many powerdice and took to much risk by throwing to less powerdice! However, got of iceshard blizzard and melkoth's mystifying miasma very often! I made the Bulls fled because of my block of saurus [boosted with wyssan's wildform] and slayed them to pieces by an overrun! The chameleon survived till the end and killed the leadbelchers by make them flee and the trappers also fleed because the leadbelchers got panic! The slann with templeguard killed the maneaters, there were 3 left after many skink shooting. The Stegadon killed the ironguts by make them flee, LOVE THOSE IMPACTHITS!! I had 1650 points in my advantage!
The rematch resulted in massacre! I tabled the ogres and I only lost my chameleons!! I had a very lucky 12" overrun into his ironguts and the turn after the overrun I charged my second stegadon into the unit, my single surviving ripper of one unit, and 25 left saurus warriors! The stegadons were awesome, killed the mournfangs (2 left after lore of metal signature which did 7 hits (5 wounded)) other wound was done by the saurus warriors! The other stegadon killed ironguts and maneaters!
4 single sabers or a unit of 4? As he is only allowed 3 duplicate special choices at this points level
4 single, which is allowed, 'new' edition! You are allowed to take up to 50% of your total points to special choices.. So there is no maximum to the number of same units..
Dont have book to hand for page reference but it does say that duplicate special choices are limited to 3 and duplicate rares to 2. If it didnt then why do the grand army rules state you can take double this number to 6 and 4?