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As the title says, 2400 game against Lizards. I'm thinking of trying stuff out that I haven't used before (relative noob here), I don't have any Iron Blasters, nor a Firebelly, but was thinking of trying a Scraplauncher, Yhetees, Gorgers and a Giant. None of which I've used before, alongside my Ogres and Ironguts. Any thoughts comments or recommendations?
HG
grey templar14 May 2012
Unfortunantly, Scrappies, Yhetees, Gorgers, and Giants are all either meh or downright horrible.
The Giant is probably the best out of the 4 you listed with Gorgers being a close second.
Current win streak: 10
Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger, x58 Forever steadfast (\__/) (='.'=) (")_(") This is Bunny________ This is bunny after a Thunderstomp
Harkon Greywolf14 May 2012
OK thanks for the reply. I'm not expecting to win against the Frog and his minions, purely on the Magic grounds as I only take a Level 1 Butcher with Dispel scroll and a Level 2 Butcher, both with Maw magic. As I said, I'm also a relative Noob to Fantasy/Ogres so was thinking of trying a few variant armies just to get the feel for different units. My current list is roughly: Tyrant BSB 2 Butchers Unit of 6 Ogres with banner and bellower Unit of 7 Ironguts with Banner of Swiftness and bellower 2 units of 10 Gnoblars (chaff) 2 Sabretusks (separate units) 3 Maneaters with Stubborn and Swiftstride 2 units of 3 Mournfangs, each with Bellower, 1 with Banner of Command 3 Yhetees 1 Scraplauncher (for use more as a chariot than shooting unit)
2400 points
I reason that the Scrappie, Yhetees, Mournfangs, Sabretusks and Maneaters all have Swiftstride and the Ironguts, with BSB and Butcher in the unit, have the extra 1" movement.
I'm thinking about getting to the Lizards as fast as possible to minimise the effect of shooting and magic so if I can hit everything with a charge on turn 2 it might prolong my army life expectancy.
Any comments or ideas?
HG
theodmino14 May 2012
I'd like to see some belchers in this list. Mainly to scare the hell out of your opponents skinks. You got the range on him, skinks only shoot 12". Sure, they will be tricky to hit, but any skink you hit will die on a 2+. Have the scrappie chasing skinks aswell. And don't waste any of the scrappie shooting on anything others then skinks.
Personally I say Don't be to afraid to go head on on the temple guards. They hit hard but you hit harder. Place your tyrant and bsb in the irongut unit and get them into combat with the guards and you will have good chace at taking them down with brutal force. To do this howerver, you must be able to shut down his magic phase for atlest one turn. Best thing you can do is pray to the dice gods for plesent rolls on your part. And don't you dare go whitout a dispell scroll. It can most likely save your life.
Well, this is my little opinion. Hope it was of any help.
"One for all, and every man for himself"
markus15 May 2012
I would personally drop the yhetees and try to add some more bodies to that maneater squad. Try to squeeze in a hellheart if you can, it will effectively shut down his magic phase.
I feel like the gnoblars are going to be left behind with your fast moving army I would drop them to add in that hellheart. Also if they are not gnoblar trappers they need to be.
Zeroth15 May 2012
As it sounds like an "all eggs in one slann" list you're facing a solid choice would be to use a Butcher(or Slaughtermaster) with Greedy Fist and Death Magic, all hits knock off a level, if he saves them or not. If the other Butcher you bring got a Helheart you got yourself some nice anti-magic against the floating frog.
Other than that I don't have much to contribute to as I am a fresh Ogre player myself. I could see bringing multiply small units being stronger against a Lizardmen army that spams skinks
Games played: 4
Ogre Achievements 21/101
Harkon Greywolf15 May 2012
Thanks for the replies guys. I'm totally unfamiliar with magic (it was one of the reasons I always "hated" Fantasy previously, and I still don't like it!!) So putting as many points into it as has been suggested may be useful to someone who knows what they're doing, but for me it's likely to be a waste of time as I have very little experience using magic at all - only 1 game so far and that was with Maw magic only on 2 Butchers. I don't feel confident enough about it to really load up with stuff like you've suggested at the expense of more "bums on seats"! Maybe after a few more games I;'ll start getting the hang of it, but for now I'll play it as simply as I can I think. Like I said, I don't expect to win, but merely to gain an insight into things more!
HG
MaanNaam15 May 2012
The gnoblars might have trouble keeping up with the rest of the army. Maybe drop the gnoblars for 2 more naked maneaters in the ME unit (assuming your gnobs have trappers).
I just don't see the use of they gnoblars in this swift stride/high movement close combat oriented list, other than that it looks like a pretty solid list. (not really sure about the scrappie, but I might be wrong)
There is only news. There is no good or bad.
Harkon Greywolf15 May 2012
The Gnoblars are just Chaff, which along with 2 single Sabretusks should mean I can place my "chaff" whilst he's onto his big blocks. Unless he spams Skinks in which case it makes no never mind! They don't have Traps and are only 10 strong in each unit.
Naked Man eaters are too expensive for two, I'd only get the one if I dropped the Gnoblars and something else!
HG
grey templar15 May 2012
Magic is really not that hard to get into or understand, and ignoring it can and will be your downfall against certain enemies.
Current win streak: 10
Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger, x58 Forever steadfast (\__/) (='.'=) (")_(") This is Bunny________ This is bunny after a Thunderstomp
Harkon Greywolf15 May 2012
Yeah thanks, I do get that bit. Just I want to take my learning curve not so steeply. I still don't know how half of my army works yet, so I'm taking the opportunity to try out some different stuff just for shizz and giggles and hopefully find out what I can use and when. I will get more into the magic I guess once I get the basics down. I'm still trying to remember half the normal everyday rules, let alone all the other stuff that I would call "Advanced rules"! LOL
I'll get there, just more slowly than when I was a youngster like most of you lot! Hehe!
HG
Harkon Greywolf17 May 2012
OK had the game last night, not too bad! He had Frog and Temple guard block, a large block of Saurus with Scar vet, a Stegadon with a Machine of the Gods (or whatever its called), a unit of Cold One riders, a unit of 3 Kroxigor and skinks, 2 units of skinks - 1 skirmished, and a Salamander. We managed to get to turn 4 and at that point, more by luck than judgement, we called it a draw! Had it gone to turn 6 I think I'd have probably lost! However my TYrant, BSB and Ironguts had made a serious hole in his Temple guard by then but were just about to be rear-ended by the Steggie! His Saurus unit were making mincemeat of my Man eaters and saw off the Scrappie after it rolled just 1 Impact hit on them! LOL
His Magic phase was "mixed" as in the second turn he only rolled 3 for magic! Saved my bacon a little at that point I can tell you!
Lizardmen magic is scary!!!
Thanks for the input guys, next week I'm facing a combined Empire and Dwarf (I think) army, so the Gorgers may well come out to play then! LOL
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