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Archive - Ogre Kingdoms Vs Lizardmen

original thread ↗

Summary from the old forum:

Well, in a recent game i had, their skinks tore me to pieces. You realy need some trappers to 'anti-scout' them, and tie them up.
- Tartarus


Okay lizards are a very hard army to beat with their skinks and sauraus warriors and all but their are a few helpful hints to beat them down....

1.  Use butchers!!  These will be your scroll caddies and also will get rid of the enevitable skinks in his army on average you should take out a skink squad a turn..

2.  Gnoblars are fantastic for getting rid of those sauraus cavalry and krocigors so take units of them..  If they don't have any use them as screens in case they have a slann mage priest and also for the flee and counter attack strategy.(i use them to stear saruas cav and krocigors away from the main fight!!)

3.  Iron guts are worth a look too because even the basic sauraus unit has a 4+ save which is impressive so take iron guts to make their redundent.

4.  Leadbelchers are something against lizards i would always favour to take because they can get rid of their terradon riders or even their skinks(even in combat!!).  Also if you have the option shoot their slann with leadies as well because he's a large target you get 1+ to hit so making it more tempting.  If leadies don't shoot that well just  charge their skinks or even blocks in the flanks...

5.  If all this doesn't work out take MSU style ogres!!  That way his skinks will either have no where to hide or even get lots of charges on his saraus blocks!!

Hope this helps!!
- Zuggut the FAT


One comment I can make about fighting lizardmen that I discovered while playing my lizardmen against ogres was do not be afraid to throw a unit of bulls with extra HW or ironguts into a unit of 20 saurus, as long as they have toothcracker or trollguts on them.  They will lose combat the first round or 2 but if they can hold, the saurus cannot win in the long run.  They will always lose most of the front rank since they go last (Init 1) and never have enough swings to do much damage.  Watch out for the scar-vet or Oldblood sitting in that front rank though.  bring a tyrant along to take care of him.

Also, get skinks to flee from charging units AWAY from their general and they will hardly ever recover with a Ld 5, even on 3 dice.  And do not take the bait of a skink screen in front of kroxigors.  You charge, they flee, you get slammed by kroxigor the next turn.
- Slithigg


i just gave a lizardman player a bit of a beating, a solid victory in 2000 points, by getting rid of his manouverability first.  He used his skinks to protect the flanks of his general's unit, and while they managed to keep them unmolested for most of the game, by the end they got mass-charged and killed.  i stayed well clear of his stegadon, even backing away at points.  I drew his saurus cavalry into a trap with stubborn maneaters in the second turn, then killed them in my 3rd.  This meant i could isolate, surrond and destroy his 3 blocks of 20 saurus with the mark of Quetzl... destroy the support, and M6 on ogres should see you control the movement phase, and thus the game
- rampagingpenguins


I just played lizardmen yesterday 1000k and had a pretty solid victory. Those poisoned blowdarts were pretty effective though, especially with defensive fire. Fortunately it used up quite a few points. and i used quite a few of my butchers magic missles on the rest of his army.
- HammerPenguin


easy one this. bulls on sarus, gnoblars on skinks, scraplauncher for surport and counter charges (mine charged an unharmed stegadon by its self and killed it in one turn), tyrant and ironguts (who should always be together) can take on the big lizard things (cant remember what their called) then have a game of free picks. butcher not always needed (i didnt have one) but can be usefull.
- Noz


Being that I used to run Lizzies a lot (and will switch back soon enough), and that my 3 prep games _and_ Game 1 of last week's local RTT were against 4 different Lizard players (amazingly enough, I actually went 3:1...), a few quick thoughts.

What you will likely be facing.
Three types of armies, generally speaking. Note that I'm assuming a level of competence on the part of the opponent (i.e. not a 12-year old throwing random models together).

- Saurus Horde - built around 3+ large Saurus blocks (20+), at least 2/3 with HWs/Shields. Certainly with a BSB, almost certainly with the Jaguar Old Blood Of Doom. I have seen a version with a Slann BSB. Skinks will be fairly light, a Stegadon + 3 Sallies + Krox are more likely candidate for support. Or 6 Sallies + Krox (a particularly vicious combination). Good magic defense (2 Marks of Tepok + 1-2 caddies or a Slann), not incredibly fast but can grind down most opponents.

If the opponent knows his stuff, he'll basically make you come to him, blasting your troops along the way. The good news is that he actually needs to have his Saurus to engage if he wants to win, and if he's good he won't make the mistake of splitting the blocks along 2+ directions. [3 mutually supporting Saurus regiments with backup are a vicious nut to crack.]

Bringing Belchers and Scrappas can actually help here, as will Fear. Ideally you either want to engage his entire front and then try to flank, or pile all your Ogres into one of his units, Auto-break, Overrun/Pursue anAnd try to avoid getting counter-charged by the other blocks. Wildcards are Krox/Steggies and the Jaguar Oldblood.

- Balanced Lizards – the easiest build to manage, and one seen most frequently. Generally 1-3 medium-sized blocks, 30+ Skinks, 3 Krox, Sallies, a generous helping of Chameleons/Terradons. Steggies are optional, and this list doesn’t usually go Magehammer. [Priests and Marks of Tepok, again.] Jaguar Oldblood is an option, of course (the dude is _that_ useful), as are Swarms, but not a necessity. Sometimes you’ll see Saurus cav or some such.

He will try to shoot you/disrupt you, then use a Saurus/Krox or Saurus/Steggie combo. Expect him to split Saurus blocks among several directions of attack, each amply supported. [Sometimes the Krox/Steggy would be split off to threaten/guard a flank.] Probably will use Krox more aggressively as he’ll have more support units to play with (and to throw away).

Here you run into the problem of him not having to engage you at all to get a Major, since he’s only sunk a relatively few points into the infantry. [This is where Gorgers help to force him from his DZ – though if he kept some Skinks back, the Gorgers are better off following your main line.] Your best bet is to focus on wiping out his support troops before taking on the Saurus themselves. Unless your opponent is a greenhorn and throws his blocks towards you, in which case you’ll have a much easier time in breaking up his heavy infantry. [2 blocks of 15 go down much quicker than 3 blocks of 20.]

- Kroq Gar – I have seen/faced this army exactly once, though quite recently. Basically a Saurus on Carnosaur, some Saurus Cav, a Steggie, and the rest in Skinks/Sallies. Krox are usually a bit too slow for this army. It is designed to run at you and beat stuff up, with Skinks/Terradons/Chameleons sniping away from the flanks. Jaguar Saurus is optional, and the list can’t take a Slann, but magic defense should still be solid. Notably, unless Kroq Gar himself is used, the general will most likely _not_ be the guy riding the Carnosaur.

Fortunately, Ogres are pretty well positioned to take this army on, especially if the opponent makes the mistake of attacking too soon. [Conversely, if he is patient and spreads his “assault” units along 3 vectors about 13-14” away from you, you’re in a spot of trouble.] The Ogres _are_ vulnerable if charged, but on the bright side you can feed him your throw-away units and counter. His units tend to crumble when charged, especially if a Tyrant is involved. Watch for Terror.

One particular trick this army will almost surely resort to – Banner of Huanchi (a banner that allows one “free”, unstoppable move straight ahead in the Magic Phase, somewhat like the Undead movement spells or Waaagh) . A Saurus Cav unit facing Ogres will use its movement phase to march around and face the flank, probably only a few inches away – then use the banner in the Magic Phase to flank-charge. Also works if he has 2 “chargers” in echelon – the unit in front charges, you figure all is well and Hold, the unit in the back then marches around and uses the banner to flank you.

- Evil Slann Army From Hell – I have only seen _very_ experienced players use this, and to great effect. [I myself am transitioning my army from “balanced” to this type of build, though I had arrived at the idea independently of what others were doing with the list.]

The list is based around a Slann (typically second gen) by himself with the BSB upgrade and War Banner. The rest of the army is mostly Skinks, 2x3 Krox, Sallies, 2 units of Terradons (or Terradons + Chameleons), probably a Stegadon. [Alternatively – 2 Steggies and no Sallies. Given the rest of the army, you don’t _really_ need the extra shooting.] Very few Saurus – from none at all to 2 units of 10-12. At least 1 Priest for Magehammer, probably a Jaguar Scar Vet.

The army is relatively fast, uber-shooty, and doesn’t engage unless absolutely necessary. Also filled with cheap units that can be sacrificed. The Slann comes in to break up small units and on the flank (US5, standard, War Banner – that’s a ton of CR right there). Magic will likely be Heavens Reroll spell and then Life.

Not pretty.

To win, you have to kill the Krox/Steggies and get to the Slann – easier said than done, especially since the Krox/Steggies will probably be used semi-defensively. [I.e. he’ll let you enter his charge arc while shooting you up.] Frankly, the only way Ogres won’t have a tough time here is if they bring 100+ Gnoblars, 3 Butchers, 4 Scraplaunchers and a bunch of Ironguts to the party, then hang back and shoot until Turn 5 or so.

Unit specific counters/tactics
Listing those most frequently used/encountered:

Krox. They will likely charge you, since you’re the one who needs to engage. On the charge, 3 Krox will hit you 4.5 times, and wound you 3.75 times. By itself that’s not _too_ bad, unless you already have a couple of wounds on the unit (net 2 models dead), or they get you in the flank. Or they hit a unit with one of your characters (they’re a perfect way to take down an already weakened Tyrant).

Generally, Krox are not as scary as they look, but caution must be exercised nonetheless. And remember, they _will_ flee from your Tyrant with a Longstrider (Cold Blooded 7 means they’ll probably rally next turn, meanwhile your Tyrant is Skink bait).

Skinks. The bane of many people’s existence. These little blighters will generally run around outside your charge arc shooting the living daylights out of your poor Ogres.

Shoot them back.

Scraplaunchers are great at taking off Skink units. Belchers are less so, but then you only need to kill a few to force a Panic check.

Oh yes. Panic checks. Skinks run a lot. They also tend to operate outside of the Lizzie general’s Ld range. Thus, move-and-shoot (or, more accurately, turn-and-shoot) units like Scrappas and Belchers can actually do wonders against them. These shooters can be deployed in echelon as well (behind your main Ogre line), ensuring pesky Skinks/Terradons/whatever think twice before materializing behind your lines.

Also, remember that Butchers are immune to Poison. Splitting your Butchers off to hunt/threaten Skinks (after informing your opponent of their immunities) can do wonders for keeping your flanks clean. Chameleons are particularly vulnerable to one “roaming” Butcher deployed behind your main line.

Alternatively, use your Trappers. Not necessarily to shoot Skinks, but to form a skirmish line blocking fire to one of your flanks/units. [Counter-scouting is well and good, except they get eaten by the nearest Swarm and the Lizzies have more Scouts – and Chameleons – anyway.] A line of 8-10 Gnoblars around flank/rear of your Big Bad Irongut unit will do nicely. Regular Gnoblars can also be used in this – in a conga-line type formation (i.e. 1-rank 20-wide or 1-wide 20-ranked) – and they can shoot, too.

Finally, keep your focus. Killing Skinks is well and good, but you’ll only win by killing Saurus/Slann/etc. So long as you can keep Skinks off your back though the first 3-4 turns, and don’t make the mistake of stranding your non-Butcher characters (or your Gorgers) out in the open, you should do fine.

Jaguar Saurus – all armies have problems with this one, and not much can be done about it other than physically blocking him off with sacrifice units. Best thing to do is sometimes to just focus on the remainder of the Lizzie army, which the Ogres can actually afford to do. [Brets, on the other hand…] Alternatively, tempt the git into charging your Tyrant and/or a big unit with a BSB. Grind him to dust.

Salamanders – these boys will hurt you. True, they only wound on 5s, but a unit will put out an average of 15 auto-hits (5 wounds at -1 save) per turn with a 21” effective range (6” move + 15” shoot). They will _kill_ Belcher units. They will also devastate your main units unless neutralized.

In the last 2 of my 4 recent games against Lizards, I actually kept shooting enemy Sallies with the Scraplauncher, aiming to kill their Skink crew (and cause a Panic check). This is a plausible solution (in one of the games the unit was forced back for a turn, buying me time to crush the rest of the enemy army), but is not a full-proof solution by any means.

The key to shutting down Sallies with any army is to get them into combat. Unfortunately, I don’t recall whether they can Stand-and-Shoot (I do not believe so, but don’t have my book with me). In any case, _in_ combat, Sallies, as Skirmishers, must effectively put Sallies on the corners and fill in the “middle” of their line with WS2 T2 Skinks (see Skirmisher rules as to why they must do this). All an attacker would have to do is direct the attacks at the Skinks, and rack up easy CR.

Beyond that, take your lumps and try to offer them sacrificial targets to shoot at. Not much else you can do.

Bottom line - these are but a few quick thoughts, based in part on personal experiences. Lizzies were, are, and will continue to be an antithetical army to Ogres (i.e. one they were not built to fight), though they _are_ beatable. [Unless run by a top-knotch Jeff Leong type player, in which case you're aiming for a draw.]Conservative play focused on VP preservation is highly encouraged, though Lizards _are_ better at it.
- Taladryel


As an avid lizardmen player, my advice on a magic-heavy lizard force would be to try and minimize as much as possible the big stuff (easier said than done).

scrolls and any magic items that would either shut down the magic phase entirely (similar to the lizardmen cube) would be crucial.

those gorgers seem crazy freaky, i still wonder why my opponent does not take one of those suckers.
- Seawookie


Okay...well...Skinks are easy as long as they're away from the Slaan, I've found. Psychology can work against them. Otherwise they're just  t2, so bonecruncher can work quite well against them.

And if he uses them as bait, then just send expendable units against them.

The Slaan is a huge points sink. Take that out, you're in a pretty good position (easier said than done, but I've knocked a second gen down to just two wounds in one round of combat).

If you have a hunter, it'll be use against the Stegadon. But then again, you can always try to divert that bad boy until you're ready to deal with it.

Saurus are easy. You get the charge with some ironguts (and with a character), you're more than likely in good hands there. A flank charge makes it all the better, but I've beaten Saurus with just the frontal charge before (although toothcracker works well here, as a backup).
- MVA


I play a southlands lizard army.  My army  is absolutely lethal vs OK. i have 2 main points to give:

never forget how deadly a poison swarm is. esp if they charge you through cover.

But a skink armies greatest fear is fear itself. javs have short range, and getting in close to fear causing creatures when you have only leadership 5 (on 3 dice) is a dangerous game to play.
- rocdocta
Ive played 2 games of fantasy now, and both against the same lizardmen player. Its one of my chums, who coincidently works at GW, so it was a good way to learn the rules and have fun. Both games looked bad for me but by turn 4 or 5, i had rid most of his skinks, and his saurus are always last on my list to kill.
   I like the idea of this epic battle at the end, calling his leader out, and mashing him into a fine reptile paste, more or less for my soup. But i find my biggest threat to be those gosh darn slamanders, who can stay just out of my charge range, but still burn my guys, and my leadbelchers have a hard time with em. None the less, i one both games, and the first game i didnt have a butcher in my whole army, so imagin the beating i took from the magic phase.
Keep It Spicy
I will be playing  1500pt game this coming thursday against the Slann.  I will post up my results for all to see and ask for comments.

I will try and drop a pix of the set yp too.

For heads up  I do not do the gnobblar thing or yette thing just staright OGRES.  I have been waitng since 1988 to play a Ogre Army and now I can play one and always believed in just OGRES.  Just my thing.

I will post the army list in my next update for peoples thought too.  

Thanks THEFAN

1500 ARMY LIST

BRUISER ADDITIONAL HANDWEAPON , GNOBBLAR THIEFSTONE, SNAGLESHAD

BUTCHER DISPEL SCOLL, COOKBOOK

BULLS WITH STANDARD X6  230
BULLS WITH STANDARD X8  232 ADDITIONAL HANDWEAPON
BULLS WITH STANDARD X6 230
LEADBELCHERS X3 165

GIANT   175

1495 PTS
This was the force brought and I ended up drawing

lost three units of bulls but giant took skinks and stegy out.  1 bull unit took out a skink unit with a nice character .  One unit took on cavelry but lot by a few points on RC.  Need to charge them first.  Lost a unit to sauras due to swarms tying me up.  The point lost between the two armys at the end ended up being a draw.  Not to bad for the first go against the lizzies.  Thanks  THEFAN
http://www.freewebs.com/thefansclubhouse/policieslinks.htm
Absolutely invaluable tips guys, I'll try to put a 2K list together for a game on Monday based on what has been written, not sure whether to go the scraplauncher or put the points towards 2 extra leadbelchers and extra gnoblars.  Maybe build around a tyrant and 2 butchers (my friend tends to screen with skinks and swarms)
No Guts, No Glory
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No Guts, No Glory
honestly, i think you need to concentrate on having units of ironguts simply because saurus are toughness 4.
guh... second game against a lizardmen player, lost both games... I'm not having a lot of luck.  He didn't run a slann, but instead ran a stampede army:

Oldblood on Carnosaur in the center, supported on each flank by a stegadon.  In turn those stegadons are supported by one or two saurus blocks on the far flanks. two skink preists were the only magic in the army.

I ran MSU ogres, five units of three bulls with XHWs two units of three ironguts, one unit of 25 gnobbos, a scrappie, and two gorgers, my characters were two butchers and a tyrant made for magehunting (i was expecting a slann).

the board was unfortunately split in two by terrain, dense jungle and a lagoon in the center of the board.  the side with my tyrant and one butcher held for almost the entire game, until my bull units were destroyed by a saurus block. one even running away.  the other side with one butcher (which had my scrappie and both irongut units and one bull unit) did horribly, a rampaging carnosaur took out one unit of ironguts, as well as my scraplauncher, and combat resolution failures.

My gorgers tied up one of the stegadons... before they were killed... taking out nothing.
Against lizzies ( I play) we all know never to take a slavegiant. Stegadons are like chariots in that they get d6+1 impact hits and have the same movement of bulls. But the stegs have a leadership of 5, stubborn and immune to panic. Even with that if the stegs arn't near the general then there going to run away (Don't know what to say for above post.....I'm going to try that myself with the carnie and stegs together.) Only saurus and a slaan have leadership 8 and 9. Next come kroxigor at 7.

So if you can atack skinks and salamanders and terradons and everything else besides the saurus andstuff then you probaly can run them off the board with your fear. (Can't do it with sallies thehy cause fear.) Without the general you can pick out these units. Without the big stuff the saurus are too slow to bother you.

-----Kill the big stuff.

-----Kill the low leadership units when the general isn't around.

-----Swarm the slow saurus.
I played against the lizard last week, and I had a very simple tactic: Charge, charge, charge...
I wanted to kill the big slann frog, and i don't care anything including skink. The only helping hand was my scrplauncha, and with this and with the charges I could decide the game within 5 round.
Sorry, but I have terrible english maybe it's a kind of ogrish bloodline
Need tips on stopping Doom and Darkness making my command unit run. (By the way, it's a Slann casting)
If only Ogres had Psychokinesis.

(pauses to ponder thought)

The possibilities are endless.
Well.....by command units you must mean your characters or something. If you are you could scroll it or give your characters gnoblar theifstones. Slaan are beasts in magic.....not much you can do about it....maybe pray he doesn't get the spell.
When facing a slann, an army like OK really can't do anything except hit him hard.  The plus side is that if he has a big unit of Temple Guard (which is very likely since a slann is a huge investment) avoiding the slann unit completely means that a HUGE unit like over 800 and sometimes over 1000 points is kept out of action.  If I were facing a slann with lots of TG Id get scraplaunchers or leadbelchers to try to hamper it a bit but for the most part avoid it.  Anything that goes near it will die unless you can get some good flank charges by fast units like yhetees.  Most of this was probably already said but this is my 2cents coming from a lizzie player.
<---George

The Friendbashers Tribe

Hive Fleet Promethean
A unit TG with slann?

Use 2 gorgers in the back.
Hold for about two turns ( should be possible.
Than charge with Yehtees in the flank and Iron guts in the front.
And it's bye bye 600-1000 points of lizzies
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I need clarification on the 'predatory instincts' special rule for lizardmen. Does the second rank get only one attack and the front their full, or do they all get only one attack each?
If only Ogres had Psychokinesis.

(pauses to ponder thought)

The possibilities are endless.
second rank only gets 1 attack - front rank gets full. icon_wink
Stronghold Nemesis Champion

Record - (99 played) 89 wins, 9 losses, 1 draw

     
(my pet gnoblars are named John, Paul, George, Ringo and Yoko................Larry, Curly and Mo!)
Wildcard is righto, its supposed to represent that one of the saurus' two attacks is with their teeth/claws/other natural weapon which can't reach over the first rank.  I don't think its worth it to take spears for saurus anyway.
<---George

The Friendbashers Tribe

Hive Fleet Promethean
Butchers can easily take on the skinks with the butcher being immune to poison. Take out his strong units like the kroxigors and sallies early and combo charge the big blocks of saurus or have a unit with a defensive spell cast on them will really help. If he has a slann i think you should just try to hold it up with some gorgers and ignore. The only other way you can really kill it is combo charge it with a couple of units like yhettes in the flank a gorger in the back and ironguts with tryant at the front. Hopefully that helps.
Tri
I just had an extremely frustrating game against a southlands list lizzie army.

He took...

8!!! units of skinks, upgraded w/ short bows and scouting
1 unit of chameleon skinks
1 Stegadon
2X4 Kroxigors
Salamander pack (3 sallies)
3 Terradons
3 scouting skink characters, including one skink priest with a magic item that stores dd or pd

I managed to get a draw, all he had left at the end was the general, the priest, 5 units of skinks and the chameleons in various states of disrepair, but at full pts value. The good news is that my Tyrant w/ Tenderiser smashed the stegadon into itsy bitsy pieces in 1 turn w/o taking a scratch (trollguts helped!). As mentioned above, my butchers wreaked havoc with their spells when they weren't in combat and I wasn't rolling a ridiculous number of '2's.

Is that lizzie list OTT? Or are 8 scouting skink units and a chameleon unit normal? I was surrounded on the 1st turn before anyone even moved. I had never played them before and was soooo frustrating, it made me consider putting up all my armies and never playing again, due to how unbalanced it felt and the hilarity of it. Without making a purpose built list to do nothing but fight that specific army (and even that would be somewhat difficult), I just see this particular type of list as one that is extremely tough on OKs. I typically take a 3 Butcher, MSU list
I would suggest taking little terrain. You must've had a lot if he hid 9 units! Southland armies are stupid. Your butchers can cast in combat though.
Normally terrain isn't such a big deal when we play in our group. I should have known something fishy was afoot when he set up terrain as soon as I set my army down. On my side of the table he put down 2 large groups of trees. It was just a friendly game, so I didn't make a stink about the terrain.
Well, you should play with some restriction on terrain. It may have seemed friendly but it sounded like he really played cheese with terrain. The way I play terrain is that you get to place down a peice and the other guy does but you may not place it within 12" of the other guys deployment zone.
its rare that a lizardman opponent I face takes more than 2 blocks of saurus.  In fact, taking 1 block seems most common.

my ogres can, therfore, double team his blocks, happily winning combats with the majority of his static res negated.

saurus are slow - I mean gnoblar slow - meaning you can get more time to set up to deal with them.
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Why would you use braingobbler against saurus? They have alright leadership, and have the cold blooded rule. I wouldn't waste dice on them.
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
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Well, I have to say a braingobbler on one dice is worth the chance of having one or the only saurus block in the opposing army flee.
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Tyrant Grog.
Well considering I play the Lizards I could give you some advice on their ways.

Skinks: For 6pts they are much deadlier than 3 gnoblars. The blowpipe makes them a formidable unit and as they are aquatic, try not to include wet scenery. A Lizard player may upgrade them to Scouts for +1pt, so make sure your trappers get the good terrain. Watch out for these little guys!

Chameleon Skinks: If you've played Waywatchers, then you've only just started on these little buggers. They also have blowpipes and are cold blooded. I wouldn't recommend taking Leady Bs because they are too expensive to misfire while attempting to hit these. They also are Scouts and aquatic so watch out even more!

Saurus: Unlike most armies, a block of Saurus will cause you a challenge in combat. They have 2 attacks and for only 12pts they will be taken en masse. If you can, avoid a front charge. This will only cause major problems for CR and being Cold Blooded they are unlikely to run either. At S4 and T4 they are harder to wound than a normal warrior, although they have a maximum save of 5+ and ogres have a minimum decrease of 2, so don't take XHWs.

Temple Guard: These are basically Saurus, but they are so much better at CR. They are Stubborn and are so unlikely to flee at Ld8 and Cold Blooded. As with Saurus, always avoid the front charge. If the unit has a Slann in, then always go for it. Kill the toad! Temple Guard also have a maximum 4+ save, so again, no XHW.

Jungle Swarms: Never get a good unit like Maneaters or Ironguts caught up in these. They will hold you up for at least a turn, if not more. Never expect to overrun. It is very unlikely when they are LD10 and are swarms. I Lizard player will almost always take these against ogres because they are so good at holding up hammer units. Don't let them!

Saurus Cavalry: With a 3+ save, these guys are deadly. Their charge can be devastating and they will aim for the heart of your army. Try to combat them with trappers in the early turns by a sort of ambush. Remember they suffer from stupidity, but that doesn't stop the riders from attacking in combat. At S5 on the charge, they can easily kill an ogre. They will then outnumber, have a kill and maybe even have a rank bonus. Don't let these annoyances charge your best units.

Kroxigors: Now, this is where Lizards get sticky. Being S7 in combat and aquatic, never let them charge a scrappie. They have a 4+ save and are M6. Combat them with the Cannibal Standard. Arm an Irongut unit up and charge them. At 10pts more than an Irongut, you can affor to spend pts on standard and Cannibal Standard. They also have the option of a skirmish screen. Thsi is where the skinks can form up infront of the Kroxigors and charge through them. This is a tactic a Lizard player will use against you if you have Leady Bs. Kill them quickly.

Terradons: There isn't a lot you can do about these. You couldn't say kill them on the second turn of combat because of their Hit-And-Run rule. They will wound you and then run. Being a flying unit, they will be an annoyance from the start. They will fly round your rear and charge. By the time you've turned round to face them, they're gone. I can't think up much advice against them, except counter their flying. Flying units are always a pain against ogres.

Stegadons: Having used Stegadons in 1000pts, they are absalutely devastating. Firstly they will get ond your flank and fir their bow. When that has skewered you, they will charge. If they are out of range, they will throw their javalins at you. They will then charge causing D6+1 impact hits. A Steggy charge is a killing blow to an ogre army. This will make your unit flee most of the time. The Stegadon will survive multiple combats too with 5 wounds. Never underestimate the power of the dinosaur.

Salamanders: These will cause little problems to your army. To be quite honest, I think a Lizard player would rather take 2 Steggys than Salamanders. Keep out of their range but it is unlikely that their flames will cover all your unit. IMO, I wouldn't take salamaners against ogres at 65pts a piece.

Skink Priests: I know it sounds cheese, but I leave my Priesty in a little swamp at the very back of my army. They choose form The Lore Of Heavens and will contiue to zap you from long range. Watch out for Forked Lightening of Uranon's Thunderbolt. Also a Slann may cast spells through the LOS of a Skink Priest. This could mean that you have any spell hitting you!

Skink Chiefs: These may be Skinks, but they are deadly. They have the option of a blowpipe and are S4. They can also be Scouts and have a surprisingly high Initiative. Remember, all skinks have low Ld, so make sure you make them panic.

Scar Veterans: These are not as deadly as an Oldblood, but a Lizard player will choose at least one most of the time. Watch out for Charm Of The Jaguar Warrior. This increases the M4 to 9. They can ride Cold Ones and join the Cold One charge. This spells bad news for the unit on the other end of the charge. There is a combo of armour that makes a Scar Veteran have a 0+ save and even more. This is a large problem. There is also a magic item that increase the 4 S5 attacks to 6. That is one deadly Saurus.

Oldbloods: You may think that these are much like their younger brothers. Yet there is one HUGE difference: the option of the dreaded Carnosaur. Apart from the Stat Line change to Scar Veterans, they have 100pts of the deadly Lizardmen Magic Items list. This can be used to create evil combos that can devastate an ogre army.

Carnosaurs: For 210pts, these beasts don't come cheap to your opponent, yet they will still leap at the chance to use one. They have frenzy that they will never loose even if beaten in combat. Against Bull Rhinox (or infact any Large Target), they will cause D3 wounds. With 4 S6 attacks and 5 wounds, they are a challenge to kill in combat. With a well chosen Oldblood with a good selection of Magicm Items, these are game winners. Always take a Hunter with Beastkiller and take him down!

Slanns: The reknowned bloated toads that at 2nd Generation are 550pts (or there abouts). They can choose from any Lore and may have 8 wounds. Every spell this 2nd Generation Slann casts may add an extra D6 to his spell. If you are fighting an army with a Slann in, either go Magic Frenzy, or leave it out all together. You will only cast spells against them with a lot of persaverance from multiple butchers and slaughtermasters. Always remember that if killed, a 2nd Generation Slann will give you an extra 200 VP to your total. Now that's worth going toad hunting!

In general, make sure you are the one charging. Lizards have little in the way of shooting, which leaves that phase slightly out of the occasion, but always remember the blowpipes. Make the battle even by using hammer units on hammer units. Never underestimate anything. That is probably one of the main downfalls a Lizard's opponent faces. They forget that there's a Steggy, and they think that it won't do anything. Believe me, I have used Stegadons many times, and the look of horror on the opponents face is priceless when the realise they should have taken him down long before! For an all round army, Lizards are top of the list. They have good movement, alright shooting, excellent magic and excellent combat. It'll need a torny list to conquer these scaly opponents!

That'll do.

Thanks
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If you don't use a Butcher (for 1000 points), what is the best way to deal with Skinks? I played Lizardmen yesterday, and Bulls really don't like poison at all. Same with IG's, although at least they have a save  :x It was devastating. It was a 750-point game, and all but two of my models were killed by poison. Mind you, he did roll insane amounts of 6's.  :( Is it best to send Gnoblar Fighters and Trappers to keep them away from your Ogres? Do you just have to try to avoid them? I need help.  :|
"BOOM! Hur hur hur..."
nasty dice do happen - and poison is something we hate as a race.  Ogres have to rely on their high toughness to not take wounds as we have little/no armour available to us - and poison bypasses our toughness altogether!

in 1000 point games against lots of skinks I'd be looking for a build that maximized the amount of armour in any particular unit.

so I'd

up the number of ironguts - fielding a minimal number of bulls
I'd pop a character in key units to spread the damage from shooting - and maybe have one of those heros have a wyrdstone necklace to help defect those poison wounds

but seriously, I'd play a butcher, not jsut for his ability to soak poison wounds from his unit by being in it and immune to posion, but for his ability to also cast trollguts and give my units a 4+ save against it!

If you can't have/don't want a butcher then trappers have a better chance of stopping skinks than fighters, as they start closer to the skinks, can deny them a scouting location and can jump out in front of the skinks to prevent them having LoS on the ogres for a while (hopefully long enough to get me within charge range).
x105 - keeping pace with my wins!

Ogre achievements: 65/101 latest: maneater (play in 5 different venues)

Latest Fantasy Result: ogre kingdoms vs. high elves - 1500 points - win!

8th edition: 105/25/12
New ogres: 36/6/5

I was born and bred in a briar patch!
Just had my first real concrete victory against Lizardmen in a 500 point game so going to add a few things that worked for me again:

Bone cruncher: Character killer, skink slaughter, stayer of cold ones... god I love this spell

Iron guts: give them regen, and go nuts! I got him on the bull charge, and rolled well, These guys stole a victory from Saurus on Coldones, and suffered only one casuality
9origional Unit size of 4)

I had a unit of 4 bulls (only ogre clubs and a bellower) that crushed a full unit of Sarus in a few turns and had enough power left to charge the remainder of the army.

all in all, the game was really won with the butcher, who I used to roll and take out units from the side with bone cruncher, as well as give the support magic to my troops.

woo!
Most people have problems in dealing with scouts but for chamelon skinks it is easy, they are going to be very close to you and therefore in range of a bonecruncher, normally these little blighters are in dnese terrain adding to their chamelionic abilities, but remeber magic negates cover saves so blast those little reptiles!
Most people have problems in dealing with scouts but for chamelon skinks it is easy, they are going to be very close to you and therefore in range of a bonecruncher, normally these little blighters are in dnese terrain adding to their chamelionic abilities, but remeber magic negates cover saves so blast those little reptiles!

remember, however, that you still need LoS to target them - so 2" of woods will mean that you'll have to get closer first.
x105 - keeping pace with my wins!

Ogre achievements: 65/101 latest: maneater (play in 5 different venues)

Latest Fantasy Result: ogre kingdoms vs. high elves - 1500 points - win!

8th edition: 105/25/12
New ogres: 36/6/5

I was born and bred in a briar patch!
will the hellheart override the lizardman rule for not miscasting since they miscast as a butcher?
Well, no. The slann will miscast but will not suffer the effects.

The only way to reliably kill saurus is to use your ironguts. You also will want to attack units with little or no rank bonus thanks to their potential 3+ Armor save in the front. 4+ For most saurus. Unfortunetly, any lizardmen player worth their salt will have their flanks covered with support units. Stegadons are actually no trouble. 3 Bulls have a good chance if you attack the skinks with your ogre clubs. You should get about three kills and outnumber. So, unless the stegadon hits and wounds with all of its attacks you will probably win (Bar any lucky skinks)

The carnosaur is a monster and if it charges you your dead. If you charge it however, you should crush it, survive the lord, and run him down do to fear. (Since his carnosaur is missing...and I think that is right...) Remember to bring a tenderiser tyrant though.


Salamanders are nasty. Don't underestimate then just because they have S3. If your within 15" your auto hit. (Don't know what shavis was talking about when he talked about the flames not being able to cover your unit...it just auto hits if your in range.) Salamanders can usually kill a bull or irongut, and that will cause a panic that might make your flankers kick it and run. It really ruins your day if you lose three attacks right before your going to charge. Makes a difference. The salamanders arn't chumps in combat either, and a couple of bulls angry for revenge might trounced if actually in range. (tsk tsk for the lizardmen.)

You will hardly ever find skink priests a problem. They usually have trouble staying safe and having LOS for the heavens spells. Sacred Hosts can use different lores though, so stay on your toes. Can't have a lvl 2 drop the pit of shades on ya.

will the hellheart override the lizardman rule for not miscasting since they miscast as a butcher?

no it won't - but please save these questions for the rules forum. :)
x105 - keeping pace with my wins!

Ogre achievements: 65/101 latest: maneater (play in 5 different venues)

Latest Fantasy Result: ogre kingdoms vs. high elves - 1500 points - win!

8th edition: 105/25/12
New ogres: 36/6/5

I was born and bred in a briar patch!
I had real problems yesterday with a Lizardman general fleeing my charges. Twice I dodn't make the distance and the cold blooded rule mean he could almost guarantee his rally.

I was using one unit of 6 bulls, which was a trouble magent but it did leave my Iron Guts free to tidy up his saurus warriors.

All up it was my first full game against lizardmen and was a real challenge.
Use the Braingobbler spell on the skinks as they are often away from the general on the flanks. If you can cast at them from an angle then they will flee towards a table edge. I had 3 maneaters with a mix of CLW and GRWPNS destroy a unit of Kroxigers but Ironguts augamented with Gut magic will do it. Haven't faced a Slann lord yet, though due to soon and not too sure how to deal with them. Has anyone tried using a scraplauncher to thin the templeguards ranks, did it work?

Later
generally, the slann I face don't have temple guard with them - and 2 gorgers in the back works pretty well untl your other troops arrive.
x105 - keeping pace with my wins!

Ogre achievements: 65/101 latest: maneater (play in 5 different venues)

Latest Fantasy Result: ogre kingdoms vs. high elves - 1500 points - win!

8th edition: 105/25/12
New ogres: 36/6/5

I was born and bred in a briar patch!
My biggest threat have always been Skinks, my key Rival opponent is an avid player, and the first thing he does is send them it to some area, (like water) and use it as both a bunker and a means of swift escape.  The only thing I found that  works for these guys is either staying 11" away from the unit and hitting them with LB's  or just  start harassing them with my Bonecruncher spell

woo!
well i know this player who is a Lizardman player and a couple of games i see him play at 2000 he used Lord Krog or whatever his name is and he uses 3 skink preists always and the games i face with him I tried to bet him with my Dwarfs than the latest game i played him was with Chaos dwarfs in 1100 game and I'm getting the knolagde of Ogres which I like better than all my other races and I dont know how to defeat him becouse he uses magic too much and anytime i try to charge his skinks always get rapid fire.(also i lost becouse he did an Illegal move and we didnt know that until a expance player came and told us I havent played fantasy in a while but i like it maybe a bit more than 40k hehee. :p
Lord Kroak - the dead frog - is a point sink of vast proportions (well over 1000 points).  He's also nothing to worry about - just sic your gorgers on him and work a unit of yhetees around near him.  Although he's dead, he's NOT immune to psychology and suffers from fear - he can be made to take insane courage tests and run down pretty easily by ogres who will have the outnumber against him.
x105 - keeping pace with my wins!

Ogre achievements: 65/101 latest: maneater (play in 5 different venues)

Latest Fantasy Result: ogre kingdoms vs. high elves - 1500 points - win!

8th edition: 105/25/12
New ogres: 36/6/5

I was born and bred in a briar patch!
yea good idea thx i will the ogre speed to our advantage.
Had my first game with Ogres v Lizzies last night (two quick games).  The games went really well, with me cleaning up most of his army by around turn 2-3 - note: that this was mainly due to his inexperience with the Lizzie list, although it was only my third game with the Ogres as well.

Things that I found worked really well - Tactical wheeling when charging against the Skinks - This meant that I got a lot of useful overruns...   - With their 8/12" range - they are always going to be within charge range of your Ogres - so might as well send them in.  If they flee - fine, when you get counter-charged with Krox or something, just flee in response and hit the Krox with the second line rank of Iron Guts.

Siegebreaker - I didn't take this just to take on the Lizzies - but it worked out well, because most of the Lizzie characters have Low In and high WS - so with the Siegebreaker, I was hitting on 3's every time.

Kineater - I had to compact my army a lot to get the benefit from this - but it proved VERY Important.  With shooting from Sallies/Skinks/Steg - I was losing a couple of Ogres from squads per turn (all my Ogres are 4 or less models) - This meant a lot of panic tests from shooting...  Although the Tyrants Ld9 is nice - you WILL end up failing Psych tests at some stage -and with Ogres, the loss of any unit, or a broken battle line, can prove very deadly.
well in my first game against my mate who uses lizardmen, we did  a 700 point army, (something like that)  he just started and so did i, but that was all he had so we start and he pulls out a skink preis,t bunches of saurus wariors, 6 chameleon skinks, 2 groups of skink, 1 scout the other skirmisher and a scar veteran riding cold ones and the cavelry general with the cavelry. So i pull out a slavegiant, 6 bulls, 3 ironguts and a hunter i was pretty much being damaged quite badly by the preist in the first few turns, but then i got near his troops my hunter in the forest and then the fight began.

My advice is use the slavegiant (if you have one) to scare off skinks. leadership 5 aint gonna rally less your really unlucky,
use the hunter to go into the forest and attack things froim in there. (2 inches from the forest edge)
the skinks wen bye bye in the first few rounds, the giant took out the  priest i think it was tughnes 2 corect me if im wrong. then i turned him around and attacked the saurus warriors i turned all but my hunter to attack the saurus warriors, then they were dead then i attacked the cavelry easy win if you survive the first couple of rounds.  just be prepared to take some hits.
:):D :D
fixed hopefully
Not much advice on Salamanders.  I see a post saying that a lizard player would take stegadons over sallies, in which case you're laughing.
The Sallies are far and away the more unpleasant unit and actually quite a pain in combat too in the hands of an experienced player.

I generally use gorgers to kill the Lizard general.  Set up the Carnosaur with an easy bull unit kill and overrun in time for a minimum of two gorgers to pile in and target the rider.  The carnosaur can wait.

Ugg
These Bööts were made for walking and that that's just what they'll do.
'Cos one of these days, Ugg Bööts is gonna walk all over you!

20-13-14 (Win-Draw-Loss)
darthbull10, at the risk of sounding like a jack ass, your post is unreadable. Not capitalising I can kind of get around, but a complete lack of punctuation makes the post not only annoying, but difficult to read. Please try to write legibly, for the rest of us.
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
Forum primer
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Well salamanders take the leader ship of the Skinks i think but whatver it is. it is very low because i whatched my friend and his ran quickly.

i fixed it hopefully
1st thing if facing Skin priests- kill them ASAHP! The Comet of Cassanodora is not good for us.
2nd- kill skinks to prevent pesky poisoned attacks
3rd- combine charges against Saurus Warriors of all sorts.
4th- Slann are bad, use Gorgers to counteract
5th- if against lots of Large Targets, a Hunter's xbow can take out up to 4 wounds on it (unlikely as it is for them to fail the test)
My Gnoblog. It's just starting up and might be slow to update but here it is!

http://www.ogrestronghold.com/forum/index.php?topic=26032.0
In the Lizard men army, which charecters are large targets?
The Slaan, and the carnosaur (a mount).
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
Forum primer
http://www.ogrestronghold.com/forum/index.php?topic=7241.0
Going Last Podcast; http://goinglast.net/
Stegadon/Arcanadon, and Thunderlizard are also Large Targets (even Grimgor can hit one of those beasties with his Bs1) :)
My Gnoblog. It's just starting up and might be slow to update but here it is!

http://www.ogrestronghold.com/forum/index.php?topic=26032.0
I forgot about the Stegadon. Don't know how I did, seeing as how it's such a pain.
Thunderlizard? Is that the salamander?
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
Forum primer
http://www.ogrestronghold.com/forum/index.php?topic=7241.0
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Some General's Compendium/WD monster with a S10 range 72" Magical Cannon that causes Terror strapped on his back. And can be crewed by Saurus
My Gnoblog. It's just starting up and might be slow to update but here it is!

http://www.ogrestronghold.com/forum/index.php?topic=26032.0
Oh, so its the Ridiculous Machine of Death Monster. I got you.
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
Forum primer
http://www.ogrestronghold.com/forum/index.php?topic=7241.0
Going Last Podcast; http://goinglast.net/
Be aware of a trick that i pulled once when using liz men. i had a carnosaur, stegadon with skink chief and 5 cold one riders in front of a large block of orks. i marched all 3 up to within 2 in of his unit. but the steggie and carno joined the cold one riders at the last minute. no problems yet?

in my magic phase i activated my blessed totem and all 3 charged the orks. evaporated orks in 1 turn. it was something like:

6 str 6 no armour saves from lord
4 str 6 from carnosaur
d6+1 str5 impact from steggie,
3 str 5 from chief,
4 str 5 from steggie
11 str 5 cold one rider attacks,
5 str 4 col one attacks
for a grand total of about 36 attacks.

eeek!
:shock:
Were they at least blorcs or big 'uns? Or carrying a character or three?
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
Forum primer
http://www.ogrestronghold.com/forum/index.php?topic=7241.0
Going Last Podcast; http://goinglast.net/
...for a grand total of 36 attacks...

 :shock: :shock: :shock:

HOLY CRAP MAN! Question...how did the steggie join the COs? I can understand the Carno. Was it just because the Skink was on the Steggie?

The reason I am asking is that I bought the Lizardmen codex not even a week ago, and am still pointing up my army. I want to play shooting magic, but that's just incredibly brutal!
Help me decide my next army to play! http://www.ogrestronghold.com/forum/index.php?topic=20309.new#new

Total Ogre Record:
40 W (15 massacres) / 15 D/ 12 L 

Accomplishments: (2150 RTT) Maul in the Mall 2011 - Tournament Champion

Most Recent Game: 2150 vs. Beasts - my brother decided he wanted to try to beat my RTT list...yea, he didnt fair well at all. (Massacre)
Regarding the terradons, I found very useful the braingobbler, since they tend to be far away from the leadership of the general and have only a poor 5 or 6 (I can't remember now). I'm fact, I managed to scare them out of the board in T2!
Fighting for the greater good, ... I mean for the greater meal.
I fought against a Lizardman player for 1500 points, and I was worried about his 3 priests 1 with the comet and some other stuff and the other with thunder and lighting magic. He put his priests behind his units so i got lucky but I used HellHeart 1st turn and he wanted to cast forked lighting on my unit and got double 5's and he got a 5 on the miscast chart so 2 of his casters died! and one was left and that guy was a piece of cake lol.
Just throwing my 2 cents in here because I didnt really see the Leadship of the Lizardmen pointed out the way I see it.

ALOT of the Lizardmen units have LD5. Skinks, Priests, Stegadons, and Terradons all have LD 5. And most of these units are going to be more than 12" away from the General usually by the end of the movement phase of turn 1. I dont know how you guys handle it but I constantly use my fear and Braingobbler to force those panic checks. Even with 3 dice its hard for a lizardmen general to pull off a 5 more than once or twice. Get their unit of 12 Skinks running away and you have a real good chance of getting another unit to flee off the table.

I'm yet to face terradons because I'm always forceing them off the table edge. Usually my Lizardman opponents use them as flankers so one good Bragingobbler and off the table they go. Or at the very least the flee 20" away which is always good.

Anyway a good Braingobbler or an efficent Bonecruncher will really exploit the Low leaderships of these units even with their Cold Blooded rule. Leaving you more units to tackle the real threats of the Saurus. Not to mention getting rid of the evil Poisoned attacks.

Granted its harder to do when the Lizardmen puts a Slann on the table. However the slann represents a huge point sink and so the rest of his army should be a bit skimpy as a result. Leadbelchers and multiple charges asap on this unit is a must imo.

Anyway I see the low leadership in these units and a really good weak spot to exploit with an Ogre army and figured I'd throw it in here for you others to try. GL to ya :)
"BOOM!.... Hur Hur hur"

"Any reason to hit something is a good reason to do it"-Deep thought by Tremendous
ALOT of the Lizardmen units have LD5. Skinks, Priests, Stegadons, and Terradons all have LD 5. And most of these units are going to be more than 12" away from the General usually by the end of the movement phase of turn 1. I dont know how you guys handle it but I constantly use my fear and Braingobbler to force those panic checks. Even with 3 dice its hard for a lizardmen general to pull off a 5 more than once or twice. Get their unit of 12 Skinks running away and you have a real good chance of getting another unit to flee off the table.

I'm yet to face terradons because I'm always forceing them off the table edge. Usually my Lizardman opponents use them as flankers so one good Bragingobbler and off the table they go. Or at the very least the flee 20" away which is always good.

Exactly, that is what I meant. My opponent usualy fields an oldblood of foot with the charm of the jaguar, so he supports most of his skinks with his high leadership. On the other hand, the terradons (and other flying units in general) tend to be very dangerous to our brutes, so they are my nº1 target for the Braingobbler (even more when they try to outflank you, so they are close to the table edge). The skinks tend to swarm near terrain, but generally closer to the center, so scaring them with the spell only breaks momentarily the Lizarmen battleline (and they tend to reagroup in the next turn), just an advantage, but generally not a decisive one.

Therefore, I would suggest to target the high mobile units first, so terradons (and even Salamanders or the Stegadon) are a priority target.

Thanks for the discussion anyway!
Fighting for the greater good, ... I mean for the greater meal.
Well if he has a Character in the skinks feed em a bonecruncher. If He is on his own sick a gorger on em or feed him a bonecruncher as well.  IMO games vs Lizardmen are won in the magic phase for us.  Bonecruncher and Braingobler just do nasty nasty things to lizardmen. Also Scraplauncher templates tend to handle skinks rather well.


Agreed on the Terradons. Gobble Brains in their general direction and watch them flee right off the table edge. Their always skirting table edges well out of range of the general trying to light things up with Poison.  On the note of Poison its a real pain in the ass for your ogre's of any flavor. Really Skinks are far more dangerous to OK then Saurus.


Welp hope that helps
3 Tickets..
64 Gnobbo's Smashed over da head.
I've tried a combat list (2000pts tyrant, bruiser BSB, hunter and a butcher for magic defense) against the lizardmen recently, but I was defeated quite badly (too much poisonous darts and salamander spits!). However, there are some points that I would like to comment:

The gorgers are too fragile! Everytime I deploy them to do some chaman hunting they get caught by its bodyguard skinks and poisoned to death. Which are their best targets in your oppinion?

The oldblood (with the charm of the jaguar, inmunity to psyc., power sword and +1save, +5ward save) could stand a charge of ironguts and defeat them (I sacrificed a gorger to fix him, but the ironguts failed to score a single wound). I do not want to think what could happen if it rides a carnosaur.

The hunter can hit the stegadon easily with his harpoons, but it needs a 5 to hurt, so the chances of killing it are small (and you can end doing noting the whole battle).

On the other hand, the tyrant with the tenderiser was able to chew up the stegadon, but lost a bit of time killing the crew after destroying the beast.
Fighting for the greater good, ... I mean for the greater meal.
gorgers have a good target in any saurus blocks that are around - one of these in the back can pin them in place for several turns, buying ample time for ogres to deal with everything else :)

a JSoD (Jaguar Saurus of Doom) is a nasty character, although a power sword from 40k seems a little too nasty :)  On a carnosaur they are a little slower at least, but still deadly.  the bait and flee tactic is erhaps the only one here (except for trying to bonecrunch him to death while you can!)
x105 - keeping pace with my wins!

Ogre achievements: 65/101 latest: maneater (play in 5 different venues)

Latest Fantasy Result: ogre kingdoms vs. high elves - 1500 points - win!

8th edition: 105/25/12
New ogres: 36/6/5

I was born and bred in a briar patch!
I thought that too, but saurus are not a big problem being a bit slow with M4, so I can get to charge range quite fast with ironguts. I've used the gorger in the past to fix the stegadon too, but the problem is that my tyrant seems to be overworked: he has to destroy both the JSoD and the stegadon, and I've never managed to destroy both in a game, even if one is being holded in place by a poor gorger.

Thanks anyway for the suggestion! I guess I'm just having bad luck with the gorger, but sooner or later he will survive 10 skinks poisoning him to get into combat and rip the shaman to pieces  :D
Fighting for the greater good, ... I mean for the greater meal.
The oldblood (with the charm of the jaguar, inmunity to psyc., power sword and +1save, +5ward save) could stand a charge of ironguts and defeat them (I sacrificed a gorger to fix him, but the ironguts failed to score a single wound). I do not want to think what could happen if it rides a carnosaur.

Well, he could probably stand that charge because your Lizardman player was cheating (assuming you were accurate with the items/abilities he had). Suffice to say, the "Power Sword" (Blade of Revered Tzunki, I assume) and 5+ Ward Save put him at the magic item cap, so no Jag Charm, or he  could afford the Jag Charm and no 5+ Ward. Also, he doesn't get the HW and Shield bonus with a magic weapon (as magic weapons do not count as Hand Weapons unless they say so in the item description, which almost none of them do), so he could have a 2+ save at most (5+ Scaly Skin, 4+ LA, 3+ Shield, 2+ Spawning of Quetzl). I hope that helps a little.
I'll ask him exactly the gear his oldblood is carrying, but probably you are right, and he used the +1s for hand weapon and shield. This kind of runner is always a difficult proposition for us, since he is too mobile for being caught and strong enough to maim our units. We don't have the shooting power to scare him to go hiding into his units, and our offensive magic sucks against this high Ld/R opponent.

Nevertheless, my tyrant has defeated him everytime they faced each other, but with a stegadon also running around the tyrant is always a bit overworked!
Fighting for the greater good, ... I mean for the greater meal.
bonecruncher is a good "fix" for a JSoD - even if it only wounds on 6's...

a butcher sent out witha  seigebreaker can be a tempting target for the JSoD and a nasty suprise too...
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bonecruncher is a good "fix" for a JSoD - even if it only wounds on 6's...

a butcher sent out witha  seigebreaker can be a tempting target for the JSoD and a nasty suprise too...

I've tried bonecruncher a couple of times, but it does not harm him too much (wounds on 6's and then the ward save). Maybe it was only bad luck, I've preferently targeted those pesky skink units with bonecruncher, but I'll try next time. On the other hand, thanks for the tip abount the butcher: I'd say three butchers is a must against this sort of enemy, and sending one of them alone to bait the JSoD seems good (if the salamanders are not dancing around).

Thanks again for the input!
Fighting for the greater good, ... I mean for the greater meal.
Well, he could probably stand that charge because your Lizardman player was cheating (assuming you were accurate with the items/abilities he had). Suffice to say, the "Power Sword" (Blade of Revered Tzunki, I assume) and 5+ Ward Save put him at the magic item cap, so no Jag Charm, or he  could afford the Jag Charm and no 5+ Ward. Also, he doesn't get the HW and Shield bonus with a magic weapon (as magic weapons do not count as Hand Weapons unless they say so in the item description, which almost none of them do), so he could have a 2+ save at most (5+ Scaly Skin, 4+ LA, 3+ Shield, 2+ Spawning of Quetzl). I hope that helps a little.

I think he used a legal combination: the enchanted shield raised his save to +1, while he had three spawnings and the sword that gives you a +1Strength (common magic items). It is still in the points limit and legal, if I'm not mistaken.
Fighting for the greater good, ... I mean for the greater meal.
Well, that's a little different and would have worked. +1 S is much cheaper then +1 S, no armour saves sword I thought you were talking about :)
recently played two games against the thunderlizard list, old blood on carnosaur, two stegs, mounted scar vet, cold one riders, kroxigers, jungle swarm, two lots of skinks and priest. Absolutely hateful list to play against especially since the blessed totem of honchi or whatever its called allows for no charge reaction and the two stegs are a nightmare with d6+1 str 6 impact hits. First game I got my gut handed to me on a plate. In the second game I used a slightly different list an lucked out by actually managing to get my cannibal totemed ironguts to charge his kroxigers. Plus he only rolled a 1 for the totem of honchi when he needed a 2 to charge my LBs. All in all it looked to swing both ways but we definitly need a better way to deal with Stegs, one tooled up tyrant can't do everything and maneaters are too pricey.
I will doublecheck but I believe Steggie impact hits are only S5.
I used a Tyrant with Siege breaker in a 1100 pt battle he managed to killa unit of cold ones easily. they're low initiative makes them easy targets with siegebreaker. watch out for the slann his magic if he takes shadows and has pit of shades he can easily level your entire unit
Yheetees worst thing since Brumbleberry juice
ok how bout the miscats being negated thing? where does that come from?

Cupped hands, redirects miscasts, one use only
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I found in the last GT I was in that all three were using lore of life, a slaan, 1 stagadon, skinks with poison, three large blocks of troops.  After that was a mix of personal ideas that ranged, but were never really important, or could easily be countered.

The main thing you have to watch for is prevent them from protecting themselves from miscasts that means keep your butcher/slaughtermasters away from the slaan so cupped hands wont work, and not allow them to get certain spells off that either stop miscasts or increase their toughness.  I would not worry too much about spells that bring members of a unit back, there is a good chance they will miscast trying to cast it, and with Ogres killing people is not an issue imo.

I would also totally bring bulls with just the ogre club, so you get the bonuses of that, you go at the same time and should kill more of them than they do wounds to you every time.
8th ED W/L Record 6 (4 massacred)/1/1

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Lizardmen are my main opponent, I beat him more often than not.
He usually uses a big block of Saurus, vast amounts of Cold Ones, a couple of Stegadons, skinks, skink priests, and a Slann.
My bulls carve through the Saurus easily. 4 or 5 Str 5 Impact hits, then 21-27 S4 -2 to Save attacks before he can attack, then after he does 4-5 more Str 4 stomps? Brilliant!
Ironguts will destroy Cold Ones like flies. Even his 1+ Save cold ones, at least ten die every turn from my Gutstar.
The Slann isn't a problem. He is ethereal, but I dispel his spells and as soon as he miscasts, take the hit from Cupped hands then blast him with Hellheart!
Stegadons, meh. They hardly ever die, but do hardly any damage when they're alive ;)
Skinks are not threatening, just really annoying.
Skink priests are just as survivable as a lone skink with two wounds.
I miss the Tenderiser...
ive got a guy in my club who always runs 3 stegadons in a line in comps, he just runs over everyone what the best way to run over them?
Lead them into difficult terrain with gnoblars or naked bulls. Then flank or rear charge with a tendersider and/or beastkiller. Or, ignore the steggies. That's a pretty good chunk of points all in one place- lead those steggies around the battlefield with throw away units and use the bulk of your army to crush the remainder of his. Essentially don't fight on his terms.
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
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