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del-patch
02-12-2007, 17:04
Me and a group of 5 players are going to start a league in about two weeks, and we have been given that time to assemble a team.

I can't choose, I'd plan to use the Ogre Bulls and convert them, and use snotlings(or are they gobbos?). For lizardmen, my plan is to use temple gaurd (converted) and use chemelion skinks (also converted)

from a game point of veiw what would be better, I face: wood elves, humans, undead, and some other team (he hasn't chosen yet...)

thanks for your help,

PS I also have a Vampire team (unpainted) but I don't realy want to use them, or thats loads of humanish models, whould you recomend them over L.M and Ogres?

Darkson
02-12-2007, 21:49
Dependings on your experience for a start.

If you're a relative newbie to BB, take humans.

If you've got experience, and you want to be competative, take lizzies or humans.

If you're not worried about your win/loss record, and just want to play for fun, take vamps or ogres.

Of the 4 teams you listed, the ogres are worst (by design), followed by the vamps, then the human and lizzies (about the same "strength" - which one is better rests more on coaching ability than roster design).

Deng Ham
03-12-2007, 14:17
Problems with Ogers, is that you got loads of bone heads. Ie a 2+ roll to do something with any oger. If they fail, the loose the tackle Zones as well. So your main line can quickly fail. And you ball carriers are fragile. And experienced players target them first and as often + hard as they can. Once the gobos are down and out. You wil loose. So the trick is to punch hard (manage all bone head rolls) and score loads of TD's before you'r gobos are out of action.

As for Lizardmen. They to have the same tacktik. Brutal players, and fast agile ball players. They are a stepp up from ogers, as you can control the saurus better than the ogers. But again the skinks are very fragile. And you need to protect them.

If I had to choose from them two, I'd go for LZM, becouse you can trust them more than you can ogers. And you have higher speed. Lucky for you, you don't face any realy brutal teams (tho undead often do mutch in the blocking part of the game).

Darkson
03-12-2007, 19:01
Ogres don't have Goblins, they have Snotlings.

BussRaker
06-12-2007, 05:13
I play an ogre team. They are hard hitting and play a great zone defense as you don't need many on the line. My first question is what living rulebook are you using? If it is the most up to date one the ogres have gotten much harder to play and lizardmen are a sure fire hard hitting good scoring team. If it is the last edition where you get gobbos instead of snotlings and the ogres are cheaper go that route.

the anti santa
07-12-2007, 16:13
I'd advise you to go with Lizardmen.

Ogres can be quite hard work, they can do some damage but there's not a lot of variety in the starting team and if you lose an Ogre early on you are in serious trouble. They are quite good fun though and you can always take loads of dirt cheap snotlings and laugh as they die at the slightest tap.

lizardmen are a really nice unique team, with some serious speed on them, they can take a bit of getting used too as they don't start with block or any ball handling skills. The trick with them is to skill up the saurus, risking a loss or draw to hand off to a saurus with a skink is worth it as they really need block and break tackle. Once they start getting skills they are monsters though. Skinks die all the time so don't care too much about them.

You should start with the maximum 6 suari and either a Krox or some extra re-rolls. I assume you are using LRB5, so you don't need to worry about fan factor, don't bother with the apoth on the skinks unless he has stats or a double or it's late game.

Gaftra
19-12-2007, 17:14
take six saurus if you dont want to make many friends :p

In the current version of the rules I personally think both Ogres and Vamps (vamps especially) are in the bottom WORST teams, worst team goes to Khemri.

With Lizardmen you are going to have a rock solid line and a very strong running game. Give some of your saurus block (if doubles) and guard and pick a couple skins for sure hands, sprint, sidestep, sure feet, and block if you get doubles.

The reason why put Ogres and Vamps so far down is their total lack of skill players. Snotlings are simply so weak it is never going to be worth it to give them star player points, same thing with Thralls. I could go on but I think you get the idea.

Darkson
20-12-2007, 19:09
worst team goes to Khemri.

You think?

The Khemri is in line for a nerf as in the hands of an average-to-good coach they've been ruling leagues all over the place.

Darkson
20-12-2007, 19:10
Give some of your saurus block (if doubles)

Why waste a double on Block? Saurus have General access.

Whereas Skinks don't, so need a double for Sure Hands.

Gaftra
28-12-2007, 17:26
i would agree with double sure hands, i forgot saurus only have str skills. i would love to see how people win with khemri, your entire team is movement 3-5 and everyone has ag 2. i can hardly think of a worse player than someone with ag 2 and pass.

Calibretto
14-02-2008, 20:03
Khemri doesnt need to worry about agility rolls or passing. They deplete your roster with their 4 mummies, cage up, and do the 8 turn score. In the second half when you cant field a full team they annihilate the rest of your team and score again for a 2-1 victory. Very hard to break a cage of str 5 players. On a side note i like the proposed changes to Khemri. Tomb Guardians with Break Tackle look fun.

Flame Boy
23-02-2008, 00:54
I would go for Lizardmen. I used to play Lizardmen and Ogres at different points in time, and though it was fun to push people around with the big guys, they really aren't very reliable.

When I used to play Lizardmen, they were a good running team. I kept about 4-5 Sauarus, a Kroxigor if I could afford it, and as many Skinks as I could. Within a few games I had a spiteful little skink that was almost like a blitzer/gutter runner hybrid. Their major weakpoint is a lack of passing specialists and avarage to poor agility. Short-range passing is the order of the day, but Skinks are often agile enough to find gaps in the lines for teams that forget to leave defenders behind, and the Saurus are fast enough to make a nuisance of themselves, but I tended to find it took an agonising amount of time to get them enough star player points to advance.

*edit* It seems a lot of what I've said about Lizardmen is outdated, concerning the links to the Slann team list I just spotted. No more Strength 4 Saurus, apparently.

Darkson
24-02-2008, 16:49
*edit* It seems a lot of what I've said about Lizardmen is outdated, concerning the links to the Slann team list I just spotted. No more Strength 4 Saurus, apparently.

Er, no - you're just confusing yourself.

The Lizardman team is the Lizardman team, and isn't in line for any changes.

The Slann team is experimental, with a long-term goal of models being made if/when SG get some love from GW. The team is a throw-back to the 2nd edition version, and will NOT invalidate the current Lizardman team.