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OK V. Lizardmen. 2000 points!

original thread ↗

The fantasy League game at our local hobby story is played on Wednesday. I'm not sure if I can make it this week, so I thought I would post my last game. It was important to me for a number of reasons, and I think you all might be able to get some decent tips, hints, or ideas from it. Learn from my actions, good or bad!

I have a friend that works a schedule that aligns perfectly with a weekly game at my house on Monday Nights. I have a sizable gaming area, so I can typically host a couple games at my house. My friend plays Lizardmen, and it has been a very good match up against my Ogres. He has won the great majority of the games between us. We typically try out lists we will use in the Fantasy League games on Wednesdays, so it's a perfect time to get a hard partner to try my list.

OK list:
Slaughtermaster, Level 4, Fencer's Blades, Hellheart. MAW SPELLS (Troll Guts, +1 Str, +1 Tough, MAW)

Bruiser BSB, Sword of Striking, Enchanted Shield, HA
Firebelly, Level 2, R-R-Ruin, Dispel Scroll, Great Weapon (Fireball, Flame Cage)

10 Gnoblar Trappers
10 IG, FC, Standard of Disc, Lookout Gnoblar

4 Mournfang, Bellower, Standard, Dragonhide Banner, HA, Ironfists
Sabertusk
Sabertusk

Ironblaster
Ironblaster

My opponent wins the roll of and has me deploy first. I know he is a master of using Chameleon Skinks to harass my Ironblasters, I deploy my Sabertusks about 16 inches apart on my left flank, leaving only a small blade of real estate on the far left side for him to deploy in. My Ironblasters were next to each other in what was basically the center of the board. A large hill spread from my deployment zone, to his in a narrow fashion. I put my Ironguts on the edge of that on my side of the board. On the right side, my Mournfang. I deployed them opposite of his Skin Cohort with 3 Croxigores. Because of how I deployed my Sabertusks, I was able to get him to deploy much of his force on the left side, leaving them across from my Sabertusks, essentially having a long hike to get to my overloaded right flank.

From my left, to right on his side: 10 skinks, Bastillidon, 10 skinks, Bastilidon, Carnesaur behind it as a cannon ball bunker. Salamander Flamethrower thing, Slann on his own (ethreal, tricked out), another Salamander Flamethrower, then the Skink Cohort with the 3 Croxigor.

I got first turn and moved everything back a bit. I had the range advantage and thought I could kill some Dinosaurs before he could get across the table. My cannons fired and killed a Bastiladon, but he passed all the near by panic. He dispelled my flamecage and I didn't bother rolling any of my buffs as I knew none of them would really help at this juncture.

Lizard 1
Everything moves up. He gets off Pit of Shades and destroys my Firebelly and 2 Ironguts. My range was such that he was only able to get 4 guys (Slaughtermaster, Firebelly, 2 IG's) and the slaughtermaster survived due to lookout sir. I know wasn't so sure I outmatched him on Range. The Bastilladon laser was dispeled, his Chamelion skinks kill my far left sabertusk.

Ogre 2
I start moving up. My Mournfang are out of range to charge due to bad positioning on my part. The Ironguts move up and I would need like a 4 on the hellheart to make it stick. I don't think I can use it yet. I have several solid charge options next turn! My cannons fire at the dino's. I knock the Bastillidon down to 2 wounds, but misfire the second one. It spins out of position and ends up in a bad spot. I believe I got +1 Toughness off on my IG unit, but everything else was dispelled by the massive powers of the Slann!

Lizard 2
He moves closer, and shoots a bunch of skinks at my cannon. It's hurt, but not out of the game yet. Another unit of Chameleon skinks hit my other Sabertusk, but leave a wound. His Slann stays back, so I'm not ready to use the hellheart. Everything else moves closer. My left flank is pretty much folded. With a Bastillidon, Carnesaur (with some badass on top), and about 30 skinks, My IB's are being collapsed. He six dices pit of shades, I think going for the big one. I dispel it with all my dice. He fires his laser from the Bastillidon, and I believe it does 2 wounds. A big sad face when his Salamander flames my Mournfang, does a wound, and forces a panic test. I run back, but not off the board. This is going to cost me valuable turns! 

Ogre 3
I charge a unit of Skinks I'm very close to. He holds as running would be pointless. I smash into them, and destroy them with ease. I think he did another wound in "stand and shoot". My overrun takes me close to the slann, but I would still need a 3 on the hellheart. The Gnoblars move up next to the IG unit and are sitting on the left flank throwing bits of metal (pointlessly) at anything they can shoot at. My only goal is to prevent shooting at my IG, and perhaps score a wound when they are charged due to their traps. My Mournfang rally, but of course, are still pretty much out for this turn. The cannons change their target and blast the the Carnisaur. The reason for this, is the Bastilidon is not going after them, but is swinging to help against the IG unit. If I can get a couple of cannonballs on the Carnisaur, I might rescue the IB's from certain doom. Both shots fire and I end up leaving the big dino with like 2 wounds, the rider was at full strength. I think one of these missed all together, but after the shooting that was the result. Very sad.

Lizardmen 3
He charges the Carnisaur into my left cannon. I hold as I'm basically on the table edge. The carnisaur rips it apart and then becomes frenzy, which makes him persue off the board. My IB my have done a wound to him, but I cannot recall. He was unable to charge for 2 turns, making me very happy to give up the IB.
I realize I have pinned his Slann. He's in my charge arc, isn't particularly fast, and is all by himself. He cannot outrun me (I'm faster and am very close), and he can't stand there. So he moves out of my charge arc, RIGHT NEXT TO MY SLAUGHTERMASTER HOLDING THE HELL HEART! He knew he had to take the risk.
The skinks and stuff encircle me shooting poison shots at my other cannon. I think at this point, I have 1 wound left or so on my last IB.
The incorporeal toad floated away from the lumbering monsters bearing down on him. Speed was not his forte. His ancient practice of the Magic of Shadow was his strength. But there... He could see it. A grinning Ogre with Gnarled teeth was holding a black and red heart the side of his head. The Daemonic muscle still beat in the Ogre's hand. Each time it pumped, the heart spat out acidic oil that burned holes in the rocky terrain. He was too late, the Ogre sunk his teeth into it, consuming the heart in two huge bites. The Slann could feel the magic in him burning from his own stomach. Somehow, the Daemon's heart was now in his stomach. Twisting tendrils of dark magic tore through his ethereal body. The Daemon would have one last revenge this day... his ancient nemisis: the Slann!
He does winds of magic, I hell heart. The miscast sucks him directly into the warp. All I want with the hellheart is the power drain. I just wanna spend 50 points to ruin your magic phase one time. I got that, and a 400 point (ish?) Slann. A total bonus. With his whole magic phase destroyed, and his general and BSB consumed by a Daemon, he was on the ropes. Before this, I was struggling. My Magic was not doing well, my Firebelly was killed turn one, my Mournfang were out of position and being Flamed continuously, and my IB were being fed to ancient dinosaurs. Could the hellheart turn this around?

Ogre 4
Without the Slann, I was not facing anything with my IG. I turned them so they were now looking down the hill at the side of the Skink Cohort. My Gnoblars positioned to the rear, hopefully preventing a massive rear charge from the Bastilidon. The Mournfang charge the Croxigore/Skink unit. My IB charged a unit of Skinks, he held, figuring one wound could be landed in Stand and Shoot... not the case. The IB smashes into them, kills them, and overruns just short of the hill. My magic phase dominates, and I'm able to get off everything except toughness Bonus off on my Mournfang. With the Dragonhide banner, and all my other attacks, I end up destroying all his Croxigor, and about 10 skinks. He fails his break test (no BSB anymore) and I run him down.

Lizard 4
The Carnisaur comes back on the board. His Skinks turn to face my last IB, and shoot again.... they don't kill it though! He flames my Mournfang and IB, I pass the panic tests. He is in serious trouble as I'm able to shut down his magic phase easily with my level 4.

Ogre 5
My IG swift reform and move to help out the rest of the fighting. The mounfang positon to charge his Salamander Flamethrower. My IB turns to fire at the Bastillidon, as it's the easiest way I can score more points  before the turns run out. I misfire, and the thing blows up... kills 2 units of skinks, and leaves one with like 4 guys... ouch!

Lizard 5
With very little left on the board, he charges my IG (very long charge) with his Carnesaur. He fails it and he calls the game.

MVP for the Ogres: the Hellheart Slaughtermaster. He killed the Slann, and buffed up the Mournfang to take out his "Anvil" unit.

In summation, I won on deployment. I got him to go way off on a spread out flank by placing my Sabertusks on the left side, making him counter with big, expensive dinosaurs. The result is that his Carnisaur was left marching around chasing cannons instead of fighting the good stuff. Just as an example, His expensive Carnisaur (350 points?) was held to killing one IB the whole game. The isolation of this kind of points was the key that kept me in the win.

My opponent is one of my best friends, and one of the best War Game players I know. This is only my second win against him, and he has all but one of my losses. So look at my signature, take away 1 from my loss category, and those are all him. With only 2 wins on him, I have a ton of catching up to do!
Ogre Record
Wins: 24
Losses: 9
Draws: 2
Clean pairs of Underpants: -4
Great report, thanks for writing it up. I've got a team game this weekend against Dark Elves and Lizardmen. My list is looking fairly similar to yours. Is there anything you would have changed with your list? Perhaps something you wish you'd had taken or not taken?
Thanks!
So this list is pretty damn competitive. I designed it as an all comers list, and for that, it's just about perfect.

My personal philosophy is to tailor your list to the level of competition your opponent plays for. For example, in this league, a number of players are on the tournament scene. For that reason, I build an army that will give them hell. I try to do my very best against competitive players so they get better. The flip side is my friends who like to play fluffy or silly armies over a beer every now and then. With those guys, I crank out more appropriate stuff to give them a fun time. So if your team game against lizards and DE is going to be competitive, this list is a good one!

If I were to tailor to beat lizard men, I would have changed some stuff:
Split the mournfang into 2 groups of 2. Pay for command by dropping the dragon hide banner. This makes the skink wall struggle and the 2 mournfang less susceptible to the pit of shades, dwellers, and other wizardry that can wreck your expensive stuff.

I would do the same with my death star IG unit. 3 successful pit of shades could have pretty much wrecked my whole game. A unit that big is easy to hit, and our tests are easily failed. I would either split them up into 2-3 groups (ogres, IG or even LB's) or gone with a rune maw banner.

The firebelly might also be cut. He's mainly there as a prevention for regen units or ethereal spam. He got killed turn 1, proving that he wasn't that important. Perhaps a butcher with heavens, or shadow would have worked better (and cheaper!).

The Gnoblars are not great in general, but are most useful for killing expensive cavalry who fail their dangerous terrain tests. Lizards don't use much of that, but your DE will probably have to deal with it!

Hope that helps! Let me know if you have other questions!
Ogre Record
Wins: 24
Losses: 9
Draws: 2
Clean pairs of Underpants: -4
Consider more Bulls or Maneaters against Lizardmen, too.  Bulls vs Saurus warriors is one of the few times that you get to swing first!  A unit of Ironguts is great to have around to deal with any dinosaurs that manage to get close, but I wouldn't bother filling my core with them.

and btw, the firebelly is my favorite way of dealing with chameleon skinks, especially if he's got the Ruby ring of ruin for that fake-out, double fireball.
Absolutely true Nihmwit!

Bulls are better against the rank and file troops of the Lizards. IG are more versatile, so that's why I favor them. I just have nightmares of thinking about a unit of Bulls tied up for 5 turns getting whittled down by a Bastillidon and it's cursed 2+ save!

If you go Firebelly, the build must include a RRRuin. No question about that! The lore attribute helps, and of course the fake out. I also love the idea of a single dice fireball. Wonderful way to spend that last dice that doesn't have a real spell to cast! I also gave mine a dispel scroll for that Dreaded 13, Pit of Shades, Dwellers, etc. With a big blob of Ogres, spell defense is your biggest priority behind maybe leadership!
Ogre Record
Wins: 24
Losses: 9
Draws: 2
Clean pairs of Underpants: -4
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