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Messages - Lord Cedric

Pages: [1]
1
Thinling Realms / Re: What lore do you think is best for a Slann?
« on: Aug 21, 2012, 12:19:29 AM »
Well, If I were to choose between those two lores, I'd go with Life which is what I play half the time. Here are my reasons:

Throne of Vines. This is a must-cast. Why? Predominantly for the 2+ miscast ignore. Nothing says "aww crap" worse than a Slann who is bunkered in a high-points Temple Guard unit miscasting and wiping out almost everything. Also, this spell is great to give another +2 to Toughness spell for a +4 total.

Which leads me to Flesh To Stone. I love casting this on my Skrox unit giving decent survivability to my skinks and great survivability to my Krox. It's an overall great flanking unit and with this spell could almost become a hammer.

Regrowth. This spell goes hand-in-hand in keeping up your Temple Guard bunker if you use them. Otherwise, it's a great all-purpose unit spell to keep your big blocks big.

And even the Sig spell Lifebloom has uses for getting back wounds on mulit-wound models. Good for Heroes and Lords, Krox, and Steg's too.

Dwellers Below: A Strength test big-block reducer. Not so good on monsters and characters.. but great at those pesky large blocks of annoying tarpits.

If I am not using Life, I really like Shadow Lore.

Hope this helps!

 - Lord Cedric

2
Thinling Realms / Re: Are temple guard worth it?
« on: Aug 20, 2012, 05:00:33 PM »
Yes they are. A Slann can't ask for much of a better bunker. And at that many points, I am assuming you have a Slann.

 If, by chance, you are not then those points would better be used in other units - including another salmander (unless your list already has these maxed), more Saurus warriors, increased unit of Terradons (at 2400 points, I field a unit of 5. Less than 2400 I usually field 3. Under 1500 points I don't field any), another unit of Chamo skinks, or another steggy. What I wouldn't use those points on are Cold One Cavalry unless I had a specific reason and/or knew the battlefield scenario ahead of time.

 - Lord Cedric

3
Off Topic / Re: Ogre Locations
« on: Jul 29, 2012, 07:20:08 AM »
Constantine, Michigan USA. About 35 minutes straight south of Kalamazoo in the SW part of the state. And only 15 minutes to the Indiana border. Heck, I am a half hour closer to Chicago than Detroit. :-)

-Lord Cedric

4
The Feeding Grounds / Re: Apologies for the Downtime!
« on: Mar 02, 2012, 01:16:27 AM »
Meh! But you're an Ogre, Hragged! You're not suppose to look "cute as a button".  :P

 - Lord Cedric

5
Thinling Realms / Re: Links to Thinling Realms
« on: Feb 25, 2012, 01:40:38 AM »
I didn't see this posted, but for those interested in a Lizardmen forum, please note that unfortunately the Pyramid Vault has officially closed. However a really strong and active community with loads of info for a lizardmen general can be found here: http://www.lustria-online.com

 - Lord Cedric

6
Rules Questions and FAQs / Re: Lizardmen Questions
« on: Feb 15, 2012, 01:39:36 PM »
Lizardmen mostly use the Lore of Heavens because if the army has any Skink Priests, they can only use that lore. Slann's can use any lore from the BRB.

The Ancient Stegadon does suffer shooting penalties. It's not really meant for a mobile artillary though if you have free shots then you could potentially do some damage. I like the Ancient Steg due to it's better armour save and if it gets charged it has 4d6 poisoned shots as a Stand and Shoot reaction. And while I agree, when you get a total of -3 to hit with blowpipes, it really renders it near useless (along with normal blowpipes with skinks) for poison. However please take note that the Ancient Stegadon is *not* a Multiple Shot. It will shoot 2d6 poisoned shots for each Giant Blowpipe, but it does not have the Multiple Shot rule (so cannot shoot another 2d6 giving a -1 to hit after it has already fired) whereas the normal regular blowpipes carried by the skinks do (Multiple Shot x2 where the second shot is at a -1 penalty).

Regrowth will only revive units as long as part of a unit is still in-play. Multiple wound models get their wounds regrowthed first. However, regrowth will not work on Characters or their mounts.  So, if you cast Regrowth on an Ancient Stegadon with 2 wounds on it and only 1 skink left, the spell would heal the Steg first then it would heal the remaining Skinks. However, if the Ancient Stegadon is a mount for a Skink Priest... neither the Steg nor the Skink Priest could get healed.

The Lore of Life is used for the Lizardmen primarily for 3 reasons. Primarily it is used to get Throne of Vines cast to help the Slann against miscasts (saving on a 2+ is awesome!) and boosting effects of spells, and also help to regrow the Slanns Temple Guard, ensuring his safety. Also, the toughness boost spell is really great, especially if used on a Skrox unit (Kroxigor and Skink mixed) giving a much better unit survivability to compliment the very hard-hitting S6 multiple Krox attacks.

So what lore is used best for Lizardmen? It really depends on what army you are playing against. I have had great effect using Shadow, Life, and Death and have recently started trying out the Lore of Fire.

As for the Salamander comment - not sure on why you would be using it's BS? The Salamander uses a template and auto-hits any model (and/or it's base) it touches so the Ballistic Skill is not used at all (although the Artillary Dice is still used). Were you meaning the Barbed Razardons? In that case, yes, the Razardons use the BS skill of 3 - but the shots are not poisoned. They are, however at a S4. Also the Razardon has no penalties for moving and shooting, Stand and Shoot, Shooting at Long Range or Shooting Mulitple Shots. But they cannot shoot on a march. The number of shots is equal to the roll on the Artillary Dice.

Hope this clears some things up!

 - Lord Cedric


7
You're welcome!

Terradons. I really like them. They cause fear, have a hit & run (called Feined Flight - works like fast cavalry), jungle poisons, cold blooded (gets to use 3 dice for all leadership checks and use the 2 lowest) and get a stomp attack against normal infantry models. Also a free dropping rocks attack (which is done on the remaining moves phase) can hinder enemy at D3 S4 hits per terradon which isn't bad against lightly armoured units. I would suggest using them for their mobility, they can charge war machines, archer units, and lone characters. They do not have survivability for long fights, but that is a common issue imo with most flyers (Bret Peg Knights being a major exception) so I do not suggest even using them as a flanking assist on tough/strong troops. 

Another tactic is to lead frenzied units around as with swiftstride, your terradons can be just within charge range and draw them out of position after a failed leadership roll with minimal risk. This may take some practice, but can be performed to good effect.

In smaller games of 1000 or less, I rarely field them. At 1500 points it's situational for me as well. Reason is in smaller games especially with shooty armies, I don't have that many other units to draw missle fire and for the shooty troops and warmachines the terradons would be an easy target - so I move them as fast as I can to their target destination.  However in games of 2000+ I will usually field at least a unit of 3 up to 5.

That is my take and opinion on Terradons. I'm sure other people will have a different take on them. Imo, they are a unit in the gray area for 8th depending on the battle points and opponent army composition. But I feel that you can do very well with them with some practice.

 - Lord Cedric


8
Well, point for point imo yes, the Sally is better. With the razardon you get to shoot the amount rolled on the artillary dice at S4. No penalties if moved (though can't march and shoot) and can stand and shoot. However, you still need to roll to hit and only have a 12" range. 

The salamander spouts flames.. meaning that the template doesn't start at the mouth of the sally.. but at the distanced rolled on the dice. But the big kicker (and in my opinion a deal breaker) is that the flames give a -3 to armour saves. That's a huge help against heavily armed troops. The fact that it's a template and auto-hits is icing on  the cake imo.

Now, that doesn't mean that Razardons aren't useful. Just in lower to mid point games, I'd rather use those points towards sally's.

 - Lord Cedric

9
I have an army of about 6000+ base. I really enjoy playing them as an army. Also, if you get in a creative mood, imo Lizardmen have some of the more unique architecture in-game as Aztec theme.. though I may be a bit biased as that environment intrigues me. 

We can be decent in magic with skink priests or we can practically dominate the phase with a slann, arguably the most powerful mage in-game on-par with Teclis. The Slann are open to all Lores of magic, while the Skink priests are only able to use Lore of Heavens.

We have useful flying units in Terradons and are great at going after war machines or singles.. dropping rocks on baddies is sweet.

Our Saurus blocks are in the top tier core infantry in the game. Our skirmish lines can be our most underestimated units by our opponents with poison attacks. Going along with that, I never leave out my chameleon skinks from my lists - great as scouts and warmachine hunters.

Though it may look like we are short on artillary, it's awefully hard to say that our salamanders (basically living and mobile artillary) aren't effective with a flame template that shoots up to d10 inches of BBQ. I usually give them an extra handler for the in-case-of-Sally-Goes-Hungry (artillery misfire). We have variations even in our living war machine - the Stegadon. EoTG on an ancient is a good choice to protect a priest and increasing magic, though is usually a big target for warmachines and especially cannons. Speaking of which, one of the more unusual aspects of the Lizardmen magic phase is that the Slanns can use the Skink Priests to cast spells *through* them, thus allowing for a much wider range of casting.

 We even have an unusual troop selection in a Skrox unit - tough and strong kroxigors (which are usually special choice) that are bought with core points mixed with skinks. I always try to include a unit of these. Great for flanking and powerful too - especially since the main strength is the Kroxigors who cannot be targeted in combat. Skinks are cheap shields for the Krox's.

 Though not the best in-game for point value, our cavalry can be put to use as well for a flanking sweep-up or support, though imo I wish their point costs would be lower as I would field these a lot more.

 Now, even with javalins and blow pipes, a draw back with the Lizardmen would still be it's shooting phase. Although we do have poison attacks, we simply do not have the range that most armies do. Even our bow on our stegadon isn't used to great effect in 8th edition. However, aside from saurus, our army is fairly quick moving at 6 inches so closing the gaps on enemy units or positioning is a bit easier.

Another draw back from lizardmen is our initiative. It's downright appallingly low so expect to go last in almost all situations. But in many ways imo, it balances out from our higher movement and skilled Saurus warriors as core and having scaly skin which is a natural armour of 4+.  Also a big boon imo is Cold Blooded - which allows all lizardmen to roll 3 dice on all leadership checks and choose the 2 lowest dice.

Aside from our Slanns, priests, Old Bloods and Scar Vets and the very occasional Croq-Gar, Chakax, and Tiktaq-to most of the other characters usually are only seen in fluff or fun lists.

Well, that's my take on the army. I love playing mine. The newer style models are pretty sweet, though we still have a number of them in metal still. I am a mod over at the lizardmen forum - Lustria-Online. Great information, tactics and suggestions there to help get your feet wet (pun intended). Good luck!

 - Lord Cedric

10
The Gnoblar Market / Re: Feedback
« on: Jan 09, 2012, 09:38:43 PM »
I purchased and received 2 different items from MawMuncha. He gave great communication, easy to deal business with, polite, and his packaging was spot-on sweet! The package had to go overseas and considering it was a built ironblaster and 4 leadbelchers.. not a single thing was broken, cracked or even unglued.

That's +2 and a 100% from me! Highly recommended and no worries.

 - Lord Cedric

11
The Gnoblar Market / Re: 2 Mournfang Cav for sale
« on: Dec 27, 2011, 12:36:40 AM »
Hello. I am wondering if there is any update available to this? Also.. I hope everyone had a wonderful Christmas and/or Holiday!! Much like my OK army.... my stomach is big from eating so much! hehe.

 - Lord Cedric

12
The Gnoblar Market / Re: Ogre army for sale
« on: Dec 23, 2011, 03:43:18 AM »
Quick update to any of you that PM'ed me, not sure If your recieving my message or not I've had 6 people contact me I've sent a reply (or so I think) and non have replied, can't be a coincidence, so if you haven't heard anything from me just say on the topic and ill sort it out.

Regards

I haven't heard back yet. Sorry to hear about the communication issues. If you want, you can also email me at cedric@myrural.com  or find me on FaceBook as Robert Hensell from Michigan. Thank you!

 - Lord Cedric

13
Stronghold News / Re: Introductions
« on: Dec 22, 2011, 02:44:09 PM »
Hello everyone!

Though Iv'e posted in a few threads already, I thought I should make a proper introduction.

I am an avid gamer, living in the lower southwest part of Michigan, USA. I was first introduced to Warhammer Fantasy when a buddy from my Medieval Re-creation group (the SCA) envited me over to see a war game with models. Being a D&D player of long standing and knowing the value of using miniatures for my gaming group I thought "heh.. if I don't like it I can at least check out the models for the group". I got to watch him and his cousin play a game of Brets and Beastmen.. and I was hooked. That was 4th edition.

I didn't start collecting my first amy until 5th edition - buying the Warhammer box set with Brets and Lizards. I didn't care for an army of lizards, but it was the Brets that got me hooked.

Ogres were not my second army, or third... or 8th. Just last year I was looking through craigslist and seen an ad for Warhammer armies selling cheap. I called and drove over there. (Now that whole meeting is a WHOLE story in itself!) But, to make a long story short, I bought out all their ogres which most were still in sprues (and the latest edition prior to 8th) which consisted of: The Army box, 2 boxes of bulls, 1 box of ironguts, Hunter with 2 sabretusks, butcher, ninja maneater, Army book, and a hidden box of Dark Elf RoR M's Manflayers - all for $50!!! I was pretty ecstatic to say the least. Just in this last week, Ive expanded my ogre collection with 1 scraplauncher, 2 mournfang cavalry, and 1 thundertusk/stonehorn.

So, my collection of armies consists of:Brets, Dwarves, Lizardmen, Ogres, Empire, Vampire Counts, Orcs & Goblins, Dark Elves, High Elves, and Wood Elves... and I enjoy them all. The best part is that I have several friends who really like the Warhammer game, but do not have the money to get started. Well, with me having a large choice of armies, not only do my friends get to play, but so do I as there are no GW stores near me and the local gameshop (45 minutes away) doesn't have hardly any Fantasy going on. But am having a blast with my friends.

I am looking forward to expanding my Ogre collection and reading up on the large knowledge database right here on the Stronghold.

 - Lord Cedric

14
The Gnoblar Market / Re: Ogre army for sale
« on: Dec 21, 2011, 04:29:28 PM »
PM sent on

4x Ogre Leadbelchers - Built and undercoated black (from the battalion)

1x Ogre Thundertusk - Built and undercoated black (riders are assembled but not stuck on)

1x Ogre Ironblaster - Built and undercoated black (again rider isn't on but assembled)

Thank you!

 - Lord Cedric

15
Thinling Realms / Re: What other armies does everyone play
« on: Dec 19, 2011, 04:04:17 AM »
I've been collecting armies since 5th edition (playing since 4th though), so all my armies are a hodge podge of new and old models. But there they are:
 
Brets (4,000)
Dwarves (2,500)
High Elves (9,000)
Orcs (2,500)
Goblins (3,000)
Ogres (2,500)
Wood Elves (2,600)
Dark Elves (3,000)
Vampire Counts (2,000)
Empire (2,500)
Lizardmen (4,000)

And still growing.... And yes, I do play them all, however I just purchased my Empire army and my VC and WE armies are seldom played.

 - Lord Cedric

16
The Gnoblar Market / Re: 2 Mournfang Cav for sale
« on: Dec 19, 2011, 01:17:57 AM »
How much would the Mournfang cost including shipped to the USA (total and USD) at 49042 zip code? $22.21 total cost and shipped - assuming I calculated 17 pounds to USD correctly? If so, consider them sold and I can Paypal immediately upon your acceptance of this posting. Thank you.

 - Lord Cedric

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