So I’ve joined an escalation campaign at our LGS, and decided to play lizzies, which I haven’t played with in a very long time (about 10 years), but chose them since no one else was playing them, and gives me a chance to paint up some of the newer models. Anyhow…
So our first turn is 1000 points, and I’m playing against ogres. So here is the list I’m thinking of playing and some of the logic behind it, and I definitely welcome any thoughts on where I can improve it and if my logic is flawed.
First, I didn’t think Saurus were worth it against ogres since the saurus I1 means attacking last, and the ogres should pound through the saurus unless I take one huge block, and at 1000 points I didn’t think I could do that.
Instead, I felt the skinks and shooting would be more beneficial in thinning out the ogres, or at least picking off a unit, or maybe 2, to get ahead in points and then dance around and avoid any major combats that would make me lose.
Also, we do random scenarios once we are at the table, so there is a chance I can roll Blood and Glory, and could be in trouble with only 1 banner. But at 1000 points I didn’t know how I could realistically fit in more and still be able to withstand ogres.
OK, so here is what I have so far.
Salamander pack with 3 salamanders. I figured this would be the best units against ogres since the breath template should hit quite a few models, even though they have 3 wounds each it should still do some significant wounds. The question is, is it worth having one unit of 3 packs, or having two smaller packs?
2 units of 5 chameleon skinks. I figure their poison shots and able to shoot into the rear on turn 1 will be huge to thin them out! Question, is 5 enough for each unit or bump up higher?
3 units of skink skirmishers. One unit of 11 with javelin and shield, one unit of 11 with blow pipes, one unit of 10 with blow pipes. Again, my thoughts are that they can hopefully out maneuver the ogre blocks and volley in lots of poison shots just to whittle down the ogre blocks. Not designed to get into combat of course, but worst case if needed then can redirect or stand and shoot to get another group of poison shots.
One block of 18 skinks with 2 kroxs. I still question if this unit can occupy a watchtower, but if so, this is the one unit that can go toe-to-toe with an ogre block… for maybe one round of combat. The idea is that the ogre block should already be whittled down before the ogres hit it, so it should be steadfast as a minimum.
Finally, 2 characters. One skink priest, level 1, with dragon bane gem and ruby ring. Sure, it aint gonna cast much as level 1, so throw max dice to ruby ring since it can’t suffer a miscast. But if that is the case, do I even need to spend points on the priest, and just give the ring to a skink chief?
General, skink chief. Figure it will die if it gets into combat, so give it ogre blade so it can take down one ogre before it goes, maybe even challenge a butcher or bruiser and attack first.
OK, again, thanks in advance and appreciate any feedback or thoughts of how to improve it against ogres in game on Friday!
So our first turn is 1000 points, and I’m playing against ogres. So here is the list I’m thinking of playing and some of the logic behind it, and I definitely welcome any thoughts on where I can improve it and if my logic is flawed.
First, I didn’t think Saurus were worth it against ogres since the saurus I1 means attacking last, and the ogres should pound through the saurus unless I take one huge block, and at 1000 points I didn’t think I could do that.
Instead, I felt the skinks and shooting would be more beneficial in thinning out the ogres, or at least picking off a unit, or maybe 2, to get ahead in points and then dance around and avoid any major combats that would make me lose.
Also, we do random scenarios once we are at the table, so there is a chance I can roll Blood and Glory, and could be in trouble with only 1 banner. But at 1000 points I didn’t know how I could realistically fit in more and still be able to withstand ogres.
OK, so here is what I have so far.
Salamander pack with 3 salamanders. I figured this would be the best units against ogres since the breath template should hit quite a few models, even though they have 3 wounds each it should still do some significant wounds. The question is, is it worth having one unit of 3 packs, or having two smaller packs?
2 units of 5 chameleon skinks. I figure their poison shots and able to shoot into the rear on turn 1 will be huge to thin them out! Question, is 5 enough for each unit or bump up higher?
3 units of skink skirmishers. One unit of 11 with javelin and shield, one unit of 11 with blow pipes, one unit of 10 with blow pipes. Again, my thoughts are that they can hopefully out maneuver the ogre blocks and volley in lots of poison shots just to whittle down the ogre blocks. Not designed to get into combat of course, but worst case if needed then can redirect or stand and shoot to get another group of poison shots.
One block of 18 skinks with 2 kroxs. I still question if this unit can occupy a watchtower, but if so, this is the one unit that can go toe-to-toe with an ogre block… for maybe one round of combat. The idea is that the ogre block should already be whittled down before the ogres hit it, so it should be steadfast as a minimum.
Finally, 2 characters. One skink priest, level 1, with dragon bane gem and ruby ring. Sure, it aint gonna cast much as level 1, so throw max dice to ruby ring since it can’t suffer a miscast. But if that is the case, do I even need to spend points on the priest, and just give the ring to a skink chief?
General, skink chief. Figure it will die if it gets into combat, so give it ogre blade so it can take down one ogre before it goes, maybe even challenge a butcher or bruiser and attack first.
OK, again, thanks in advance and appreciate any feedback or thoughts of how to improve it against ogres in game on Friday!